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[IV][REL][SCR]DFF2WDR


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Eh, a maxscript would still a lot more useful than using a really sh*tty model format (dff) as a part of the process, it breaks a sh*tload of things tounge.gif

At start I used the dff format because I needed mesh data for the new wdr and dff was the only format I knew, so it was an obvious choise.

 

Still I won't do a max script, I've done a little WDR import script and the scripting language made me puke tounge.gif.

 

Just wait for updates and you'll see how I fix it wink.gif

 

 

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supermortalhuman

Sounds good, but what can I do to find some people who are efficient with max script to work under you? That could be really beneficial, yea? Like, I mean, what if the max folks get in touch with you and you guys work together? Could it lead to easier data mining for you, and easier script building for them? It's very important in my opinion, and very lacking in the GTA scene.

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Sounds good, but what can I do to find some people who are efficient with max script to work under you? That could be really beneficial, yea? Like, I mean, what if the max folks get in touch with you and you guys work together? Could it lead to easier data mining for you, and easier script building for them? It's very important in my opinion, and very lacking in the GTA scene.

GForce is working on a max script, if you want a max script, wait for his.

 

I've talked with DeXx, Parox, JV and some others about this. We think it's best to include an FBX converter in my map editor. FBX is supported by most modeling programs (except for zmodeler2) so it's not needed to create scripts/plugins for every modeling program. By including the converter in my mapper you won't even notice the difference (instead of importing a WDR/WFT you import an FBX). All work is done within the program. I still need to do some research in the FBX format, but if it supports everything needed for WFT/WDR files that's definitly the way I'll go.

Edited by Prince-Link
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Sounds good, but what can I do to find some people who are efficient with max script to work under you? That could be really beneficial, yea? Like, I mean, what if the max folks get in touch with you and you guys work together? Could it lead to easier data mining for you, and easier script building for them? It's very important in my opinion, and very lacking in the GTA scene.

GForce is working on a max script, if you want a max script, wait for his.

 

I've talked with DeXx, Parox, JV and some others about this. We think it's best to include an FBX converter in my map editor. FBX is supported by most modeling programs (except for zmodeler2) so it's not needed to create scripts/plugins for every modeling program. By including the converter in my mapper you won't even notice the difference (instead of importing a WDR/WFT you import an FBX). All work is done within the program. I still need to do some research in the FBX format, but if it supports everything needed for WFT/WDR files that's definitly the way I'll go.

Hmm i thought GForce doesn't want to make a 3ds max script for .wft, .wdr and .wdd confused.gif

 

Do you mean your GTA IV Map editor will have a .wft/.wdr converter too? wow.gif

what about .wdd? is it that much different from .wft and .wdr?

 

If Zmodeler 2 will be the only tool for editing gta iv models, then GTA IV modding is dead for me suicidal.gif

 

Keep up the great tools, can't wait for any news! icon14.gifbiggrin.gif

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Sounds good, but what can I do to find some people who are efficient with max script to work under you? That could be really beneficial, yea? Like, I mean, what if the max folks get in touch with you and you guys work together? Could it lead to easier data mining for you, and easier script building for them? It's very important in my opinion, and very lacking in the GTA scene.

GForce is working on a max script, if you want a max script, wait for his.

 

I've talked with DeXx, Parox, JV and some others about this. We think it's best to include an FBX converter in my map editor. FBX is supported by most modeling programs (except for zmodeler2) so it's not needed to create scripts/plugins for every modeling program. By including the converter in my mapper you won't even notice the difference (instead of importing a WDR/WFT you import an FBX). All work is done within the program. I still need to do some research in the FBX format, but if it supports everything needed for WFT/WDR files that's definitly the way I'll go.

Cool ! We will can import models (exported in FBX format) from 3d max or ehh.. google sketchup or... what is his name directly to GTA IV !! This will be...THE MOST AWESOMENESS TOOL MAKED FOR GTA IN ALL THE HISTORY !!!

To be honest we should pay you for this !

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@SLAYERMAGGOT: Yes, I'll try to give my tool support for both WFT and WDR files (WDD files aren't much different from WDR files, they are just several WDR's in one).

@AFA: Yes, just in a little bit different.

So... whens about do you think you will have finished either of the tools?

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Puma06111991
Beta version at this point would be a bit pointless. I can move stuff around and save that.

But it's not yet possible to add new wpl's and objects. I am currently working on that.

It's just writing a new line in an IPL and IDE and adding a few files to a .img, right? Only positioning is difficult, since you don't have a 3d overview of the map.

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