seggaeman Posted December 1, 2010 Share Posted December 1, 2010 (edited) I'm interested in writing a new one. Well yes I know there is a comprehensive one by KAM available but it has the odd bug or two that I'd like to fix. This is an ambitious project & I won't have the time to pay attention to it so often but I hope to publish something that works eventually. I have no knowledge of the .DFF file format beyond what is posted on GTAwiki and I can't understand all of it either. (however I feel I've understood .col). I hope some of you guys who know it better than me can help out; your help will be really appreciated. I am NOT asking someone else to write the Maxscripts, only to clarify the file structure. ok so I'm posting some of my progress. Here is a script that will split a mesh into separate elements according to smoothing group. (This has to be done to get smooth groups in a .DFF model). KAM's "smooth group solver" leaves duplicate vertices; this one doesn't. To use it select an editable mesh object in 3ds max and run. download PS: If I manage to finish it the script will be completely open source. Edited December 1, 2010 by seggaeman Link to comment Share on other sites More sharing options...
unopescio Posted December 1, 2010 Share Posted December 1, 2010 Thanks man Ive been needing this for a long time. Link to comment Share on other sites More sharing options...
seggaeman Posted December 1, 2010 Author Share Posted December 1, 2010 Glad you like it. Still in its present form I would rather do the job manually because there will be an exception if nothing is selected or the object isn't an editable mesh. once more it'd be cool if someone could explain me the purpose of those different sections in a .DFF file. "clump", "frame", "atomic section" etc.. Feel free to contact me by PM or email. Link to comment Share on other sites More sharing options...
Mark01 Posted December 1, 2010 Share Posted December 1, 2010 Clump is related to characters parts like skinny, fat and muscular for CJ, frame stand for animation, I would say texture anims but It could be IFP also so I let you verify this however you must post into the tool section of the mod showroom and I'm sure some scripters would help you. You have my total support on this project bud, great initiative. Link to comment Share on other sites More sharing options...
seggaeman Posted December 1, 2010 Author Share Posted December 1, 2010 Thanks Mark01! Yes "frames" storing animation data seems pretty logical since the rate at which an animation plays is measured in frames per second.. I didn't think of putting it in tools because it hasn't been really fleshed out yet. (unless you would call that small script I posted a tool). I guess I'll have the collision import export/ready first. The file structure is simple enough & the guides on gtawiki cover practically everything. (Already managed to bring in the bounding sphere and box successfully). I'll also need to learn how to make a UI for materials and other stuff. Also how to catch exceptions. anyway in spite of those few bugs Kam's script is a big help I'm using it to test whether what I'm doing is ok. credit due there. Link to comment Share on other sites More sharing options...
metalistas2 Posted December 1, 2010 Share Posted December 1, 2010 Whats about Prelight problems to 2009 and new version ? Link to comment Share on other sites More sharing options...
Vehiclemaker607 Posted December 1, 2010 Share Posted December 1, 2010 awesome i would like to have one of these so i can get my sabre space ship mod done from halo reach to gta sanandreas Link to comment Share on other sites More sharing options...
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