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[REL|WIP]Shadow's Plugin


Shadow-Link
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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 tounge.gif

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Okay, it works now. =) But it didn't fix dissapearing of the model and sometimes game just hangs without any error during collision testing.

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EncryptedReality

Also to clear materials , after you have done everything type into Max Listener :(once selected) Selection.Material = undefined and clear UVW Mapping.

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EncryptedReality

Need VC cars? here are 2 Infernus and Sentinel XS (Shadow-Link this one's for you wink.gif )

 

user posted image

user posted image

 

 

 

 

And a col test..

user posted image

Edited by GTARandom
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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

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EncryptedReality

Thanks but i can fix the glass alone.

 

And why disrespect my work? really..

Edited by GTARandom
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Vice City RAGE (testing collision):

user posted image

inlove.gif

 

 

Need VC cars? here are 2 Infernus and Sentinel XS (Shadow-Link this one's for you wink.gif )

inlove.gifinlove.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!

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@GTARandom

O Jesus! Who's converting 'em?

HHnErXC.png


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1 question How do we put the collision? should I attach the col mesh to the wdr? or place them manually in ingame?

Edited by noelgamo
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EncryptedReality

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.

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Someone could make a really nice and enterable airport. I would like to finally buy a ticket to Hawaii for my vacation biggrin.gif LOL

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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?

 

 

user posted image user posted image user posted image user posted image

user posted image user posted image user posted image user posted image

 

-------------------------

 

 

 

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 by MIXAZZZ


CPU: i7 4790\ MEM: 32GB ram \ GPU: NVIDIA GeForce RTX 2060 SUPER 8GB Vram \ OS: Win7 x64

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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 by noelgamo
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EncryptedReality

 

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!

 

user posted image

 

user posted image

 

user posted image

 

 

A video: http://www.xfire.com/video/3a4e2d/

 

ps. this was a box slightly modified ,not a pyramid.

Edited by GTARandom
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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?

 

 

user posted image user posted image user posted image user posted image

user posted image user posted image user posted image user posted image

 

-------------------------

 

 

 

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.

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@screenshots: I love them! I want to see more tounge.gif.

 

@Col crashing the game. I hope I can fix that really soon smile.gif

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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 sad.gif

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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.

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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. biggrin.gif

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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!

user posted image

 

dff2wdr generally hangs when processing the file.

user posted image

 

All vertices are glued with parameter 0.001

 

------------------------and also----------------------

one and the same model

 

Export WDR Script

user posted image

 

DFF2WDR

user posted image

 


CPU: i7 4790\ MEM: 32GB ram \ GPU: NVIDIA GeForce RTX 2060 SUPER 8GB Vram \ OS: Win7 x64

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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 smile.gif.

 

 

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.

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Wow this is great!!

 

Am I able to support you with a couple of bucks through paypal or something? tounge2.gif 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! ^^

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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.

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