Shadow-Link Posted November 6, 2010 Author Share Posted November 6, 2010 Don't import a wbd, it won't export them right. So make a custom model and export the wbd. Don't use to many polys (I don't know the limit for now). @RussianCJ: Place the WDR and WBD at 0.0, 0.0, 0.0 else it won't work or atleast the collision will be off. I might release another update on monday. Party tonight so I won't be able to do anything tomorrow Link to comment Share on other sites More sharing options...
RussianCJ Posted November 6, 2010 Share Posted November 6, 2010 Okay, it works now. =) But it didn't fix dissapearing of the model and sometimes game just hangs without any error during collision testing. Link to comment Share on other sites More sharing options...
EncryptedReality Posted November 6, 2010 Share Posted November 6, 2010 Also to clear materials , after you have done everything type into Max Listener :(once selected) Selection.Material = undefined and clear UVW Mapping. Link to comment Share on other sites More sharing options...
RussianCJ Posted November 6, 2010 Share Posted November 6, 2010 (edited) Vice City RAGE (testing collision): Edited November 6, 2010 by RussianCJ Link to comment Share on other sites More sharing options...
EncryptedReality Posted November 6, 2010 Share Posted November 6, 2010 (edited) Need VC cars? here are 2 Infernus and Sentinel XS (Shadow-Link this one's for you ) And a col test.. Edited November 6, 2010 by GTARandom Link to comment Share on other sites More sharing options...
noelgamo Posted November 6, 2010 Share Posted November 6, 2010 I love you SL....<3 K testing Collision files @GTARandom Give the Car files to me.. Ill fix EM xD after I finish my Scratch made GOLF Link to comment Share on other sites More sharing options...
EncryptedReality Posted November 6, 2010 Share Posted November 6, 2010 (edited) Thanks but i can fix the glass alone. And why disrespect my work? really.. Edited November 6, 2010 by GTARandom Link to comment Share on other sites More sharing options...
gamerzworld Posted November 6, 2010 Share Posted November 6, 2010 Vice City RAGE (testing collision): Need VC cars? here are 2 Infernus and Sentinel XS (Shadow-Link this one's for you wink.gif ) Very awesome stuff guys! I can't wait to play Vice City in true HD on RAGE, my dream since I first seen GTAIV and RAGE. -- @ShadowLink Thanks for keeping the project alive and not listening to the whiners. You're doing a great job! Link to comment Share on other sites More sharing options...
_CP_ Posted November 6, 2010 Share Posted November 6, 2010 @GTARandom O Jesus! Who's converting 'em? Link to comment Share on other sites More sharing options...
noelgamo Posted November 6, 2010 Share Posted November 6, 2010 (edited) 1 question How do we put the collision? should I attach the col mesh to the wdr? or place them manually in ingame? Edited November 6, 2010 by noelgamo Link to comment Share on other sites More sharing options...
hbx84 Posted November 6, 2010 Share Posted November 6, 2010 (edited) Making some tests Hope it will work Edited November 6, 2010 by hbx84 Link to comment Share on other sites More sharing options...
pmillett Posted November 6, 2010 Share Posted November 6, 2010 erm, it crashes on touching it. No materials exist on the col. Link to comment Share on other sites More sharing options...
EncryptedReality Posted November 6, 2010 Share Posted November 6, 2010 Yea i had crashes occuring on touches when i imported spotlights. Try pyramids , so far its only mesh (geo type) that suposedly works for me. Link to comment Share on other sites More sharing options...
Tanjes Posted November 6, 2010 Share Posted November 6, 2010 SL Link to comment Share on other sites More sharing options...
chasez Posted November 6, 2010 Share Posted November 6, 2010 Someone could make a really nice and enterable airport. I would like to finally buy a ticket to Hawaii for my vacation LOL Link to comment Share on other sites More sharing options...
MIXAZZZ Posted November 6, 2010 Share Posted November 6, 2010 (edited) Comrades, why, when the camera turns lost fragments of models with different materials? rush_monument, rush_monument, 5, 268443648, 0, -0.170441, -0.189588, 0.00348417, 0.170456, 0.189584, 0.00358417, 7.82311e-006, -1.89245e-006, 0.00353417, 0.254942, nullrush_soldev, rush_soldev, 5, 268443648, 0, -0.170441, -0.189588, 0.00348417, 0.170456, 0.189584, 0.00358417, 7.82311e-006, -1.89245e-006, 0.00353417, 0.254942, null 1, rush_monument, -454.753, 1419.68, 15.527, 0, 0, 0, 0, 0, -1, 0, 02, rush_soldev, -454.753, 1419.68, 15.527, 0, 0, 0, 0, 0, -1, 0, 0 What can you tell about this? ------------------------- SL , For some reason dff2wdr some models convert more accurately than the scripts for 3dsmax, so for instance on the same models for 3dsmax export from stray UV scan at some polygons. Tanjes, tell me how you're doing, so that objects do not disappear and were visible in the distance, and the way you use the LOD? ...and yet, why from the model objects do not fall off the shadows? Edited November 7, 2010 by MIXAZZZ CPU: i7 4790\ MEM: 32GB ram \ GPU: NVIDIA GeForce RTX 2060 SUPER 8GB Vram \ OS: Win7 x64 Link to comment Share on other sites More sharing options...
noelgamo Posted November 7, 2010 Share Posted November 7, 2010 (edited) Can some1 Please tell me how to put the COL... Cause I exported my Model's col and name it same as the WDR then imported ingame. and Placed the WDR and when I went ingame my model doesnt have any col please help @mixaaz Resest Xform then Rename the models name in MAX same as the WDR Edited November 7, 2010 by noelgamo Link to comment Share on other sites More sharing options...
pmillett Posted November 7, 2010 Share Posted November 7, 2010 How do I use the shader? Just use any texture as a specular? Link to comment Share on other sites More sharing options...
EncryptedReality Posted November 7, 2010 Share Posted November 7, 2010 (edited) Can some1 Please tell me how to put the COL... Cause I exported my Model's col and name it same as the WDR then imported ingame. and Placed the WDR and when I went ingame my model doesnt have any col please help @mixaaz Resest Xform then Rename the models name in MAX same as the WDR 1. Model the thing! 1/2. Go to Hierarchy "press affect pivot only" than "Center to Object"! You can also do "Reset Xform". Must make sure that object is centered in scene environment (X-0 Y-0 Z-0) 2. Give it name in max! 3. Convert to Editable Poly and texture it with 2 or more textures! 4. Export as .wdr (name same as in name field you wrote)! 5. Use the UVW Mapping Clear modifier to remove all material mappings and than go in Tools>More and clear all materials. Or go to MaxScript>MaxListener and type Selection.Material = undefined once object is selected! 6. Export as .wbd - giving same name as wdr! 7. Make .wtd with textures being 128x128 , 256x256 or 512x512! 8. Import files to the game and test it! Cols should be now working if its not to highpoly or UVmapped. Thats basically all you gota do to have cols working ingame , if they don't it's something you miss. Don't expect 1k poly model to work now , as far as i'm concerned you shouldn't have more than 100 polies for a col , it's a basic col export after all. EDIT : 1 more thing , when clearing mat's set it to grey , it looks like WBD has to be same color that WDR def. mat is. Here are some of my col tests , to prove that my tutorial will work if you do it correct. I get perfect COLS! A video: http://www.xfire.com/video/3a4e2d/ ps. this was a box slightly modified ,not a pyramid. Edited November 7, 2010 by GTARandom Link to comment Share on other sites More sharing options...
_Rob_ Posted November 7, 2010 Share Posted November 7, 2010 Vice City RAGE (testing collision): Link to comment Share on other sites More sharing options...
Arvis Posted November 7, 2010 Share Posted November 7, 2010 Link to comment Share on other sites More sharing options...
leon017 Posted November 7, 2010 Share Posted November 7, 2010 Comrades, why, when the camera turns lost fragments of models with different materials? rush_monument, rush_monument, 5, 268443648, 0, -0.170441, -0.189588, 0.00348417, 0.170456, 0.189584, 0.00358417, 7.82311e-006, -1.89245e-006, 0.00353417, 0.254942, nullrush_soldev, rush_soldev, 5, 268443648, 0, -0.170441, -0.189588, 0.00348417, 0.170456, 0.189584, 0.00358417, 7.82311e-006, -1.89245e-006, 0.00353417, 0.254942, null 1, rush_monument, -454.753, 1419.68, 15.527, 0, 0, 0, 0, 0, -1, 0, 02, rush_soldev, -454.753, 1419.68, 15.527, 0, 0, 0, 0, 0, -1, 0, 0 What can you tell about this? ------------------------- SL , For some reason dff2wdr some models convert more accurately than the scripts for 3dsmax, so for instance on the same models for 3dsmax export from stray UV scan at some polygons. Tanjes, tell me how you're doing, so that objects do not disappear and were visible in the distance, and the way you use the LOD? ...and yet, why from the model objects do not fall off the shadows? Nice progress you've got here! Are you using EFLC? A competitor? ... I don't think so. And I'm certainly not a школота. Link to comment Share on other sites More sharing options...
Shadow-Link Posted November 7, 2010 Author Share Posted November 7, 2010 @screenshots: I love them! I want to see more . @Col crashing the game. I hope I can fix that really soon Link to comment Share on other sites More sharing options...
hbx84 Posted November 7, 2010 Share Posted November 7, 2010 At me it doesnt work AT ALL... I tested more than 10 times, nothing... Even with the help of GTARandom I get no result... I still can go through my towers and my pyramid Link to comment Share on other sites More sharing options...
Shadow-Link Posted November 7, 2010 Author Share Posted November 7, 2010 I'll try to update my tut today to include wbd export.. This hangover doesn't really help with thinking though, so it might be tomorrow. Link to comment Share on other sites More sharing options...
RussianCJ Posted November 7, 2010 Share Posted November 7, 2010 I tried to change ID of the collision material with HEX editor and some other tools during the test. Now my collision has a sound of metal and it's pretty slippery. Link to comment Share on other sites More sharing options...
MIXAZZZ Posted November 7, 2010 Share Posted November 7, 2010 ExportWDR script does not work consistently. It supports a lot of polygonal models in general? The model 15067 triangular face = 9,111 polygons with 8395 vertices. When export from 3dsmax strays UV scan textures! dff2wdr generally hangs when processing the file. All vertices are glued with parameter 0.001 ------------------------and also---------------------- one and the same model Export WDR Script DFF2WDR CPU: i7 4790\ MEM: 32GB ram \ GPU: NVIDIA GeForce RTX 2060 SUPER 8GB Vram \ OS: Win7 x64 Link to comment Share on other sites More sharing options...
Shadow-Link Posted November 7, 2010 Author Share Posted November 7, 2010 When export from 3dsmax strays UV scan textures! That's because I hate max script and I am not exporting all Texture vertices, I am exporting normal vertices so this causes the weird UV. I'll try to fix it asap . dff2wdr generally hangs when processing the file. I don't really support dff2wdr anymore, it's been a while since I made it so I don't really remember what's causing that but. Thought it was something that you can't have untextured faces. Link to comment Share on other sites More sharing options...
TriXigT Posted November 7, 2010 Share Posted November 7, 2010 Wow this is great!! Am I able to support you with a couple of bucks through paypal or something? Got to get my e-bank sh*t fixed first though.. Anyway; Great work, I would love to know some coding myself.. just don't know where to start! ^^ Link to comment Share on other sites More sharing options...
ParoXum Posted November 7, 2010 Share Posted November 7, 2010 Just some cool words for you Shadow Link, I didnt have the chance to test the script yet but keep up the great work. Those script are going to awake this modding forum. Link to comment Share on other sites More sharing options...
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