3Doomer 411 Posted April 15, 2011 Share Posted April 15, 2011 (edited) Script's fully compatible with 3D MAX 2012.Other versions after 9 SP 1 should work too, but they won't be supported by me.Script needs OpenIV 1.0(or newer version) for openFormats<>Game_Resource conversion(ODR<>WDR, OBN<>WBN, etc... ).Further information about openFormats's on the OpenIV website, or HERE.Abilities: QUOTE + IDE import/export+ WPL import/export+ Paths import/export+ Water/Shorelines import/export+ ODR/ODD import/export+ OBN/OBD import/export Script's starting from the "Utilities" tab. DOWNLOAD ThanksTo:AlexanderBlaster_nlChipsmanDeniskaGooDGTArandomListenerNevillesolom Game collisions map Edited February 27, 2018 by 3Doomer steel89ita, Sweet Bellic, Dock and 5 others 8 Link to post Share on other sites
3Doomer 411 Posted April 15, 2011 Author Share Posted April 15, 2011 15.04.2011 14:43 UTC: +Added poly smoothing groups support for WDR exporter Download from the header post. MrGTAmodsgerman 1 Link to post Share on other sites
vans123 120 Posted April 15, 2011 Share Posted April 15, 2011 Cool, we got Gims back and going over! cool! so, this new WDR exporter means...a happily and cool export without expecting errors at Scriptlistener? Link to post Share on other sites
pmillett 0 Posted April 15, 2011 Share Posted April 15, 2011 Excellent. Any news on WFT? Link to post Share on other sites
3Doomer 411 Posted April 15, 2011 Author Share Posted April 15, 2011 GIMS won't support any other model resources than WDR, only openFormats. WDR export also won't support any new shaders, because I can't understand the resources structure well, and Shadow's DLL don't support them Link to post Share on other sites
pmillett 0 Posted April 15, 2011 Share Posted April 15, 2011 ok that makes sense..... I guess. Link to post Share on other sites
3Doomer 411 Posted April 15, 2011 Author Share Posted April 15, 2011 +Fixed texture coordinates error in WDR exporter DOWNLOAD Link to post Share on other sites
TheChopShop 1 Posted April 15, 2011 Share Posted April 15, 2011 good to see GIMS get it's own thread 14.04.2011 0:22 UTC: after flippn all the materials into GTA4Mesh, and double checking that each poly material ID for each part ran in correct succession, there's still a lot not showing.. the tower, tower base and cables are finally visible.. but none of the tarmac, walls, bridge or any other parts are.. so am I correct in assuming that the wpl export is still a bit buggd? or are there any significant updates in 15:4 that would cure this? Link to post Share on other sites
3Doomer 411 Posted April 15, 2011 Author Share Posted April 15, 2011 try to export models with only one texture and all poly material IDs set to 1 Link to post Share on other sites
coin-god 28 Posted April 15, 2011 Share Posted April 15, 2011 Didn't know about this project. Looks very good. Link to post Share on other sites
_Rob_ 95 Posted April 15, 2011 Share Posted April 15, 2011 This sounds brilliant, any plans on the IV skeleton system in the future? Allowing custom ped's and player models? Link to post Share on other sites
3Doomer 411 Posted April 15, 2011 Author Share Posted April 15, 2011 (edited) Models with all features support'll be realized through the openFormats(see OpenIV thread) === 17.04.2011 17:45 UTC: +WDR export fix +WPL importer upgraded to import WDR models Edited April 17, 2011 by 3Doomer Link to post Share on other sites
ersel54 0 Posted April 17, 2011 Share Posted April 17, 2011 This sounds brilliant, any plans on the IV skeleton system in the future? Allowing custom ped's and player models? yeah! that would nice if he planned.. Link to post Share on other sites
quechus13 166 Posted April 17, 2011 Share Posted April 17, 2011 So how many polys can we export through the WDR exporter? Link to post Share on other sites
3Doomer 411 Posted April 17, 2011 Author Share Posted April 17, 2011 As many, as you want, there's no limit...but don't forget to resave models through the openFormats Link to post Share on other sites
TheChopShop 1 Posted April 18, 2011 Share Posted April 18, 2011 try to export models with only one texture and all poly material IDs set to 1 doesn't that defeat the purpose? (tower base shows and it has 3 materials assigned (1 sub/multi)) guess I'll try again with 17-4 tho - btw, OFs saved wdr's crash Zm on import Link to post Share on other sites
quechus13 166 Posted April 18, 2011 Share Posted April 18, 2011 Well I couldn't export 20,000 Polys (WDR) Link to post Share on other sites
3Doomer 411 Posted April 18, 2011 Author Share Posted April 18, 2011 (edited) May be, it's Shadow's DLL error, or your mistake...why can't? === I've fixed smoothing groups export today, archive's updated. Edited April 18, 2011 by 3Doomer Link to post Share on other sites
pmillett 0 Posted April 18, 2011 Share Posted April 18, 2011 Question! Will the exporters for WFT and WDR eventually be OFT/ODR for openFormats? Since they (openFormats Team) can tell you the structure to export Shaders? Or am I over thinking this? Link to post Share on other sites
3Doomer 411 Posted April 18, 2011 Author Share Posted April 18, 2011 yes, mine WDR exporter(which uses Shadow's plugin) is a temprorarily solution. there'll be openFormats ODR,OFT... Link to post Share on other sites
vans123 120 Posted April 18, 2011 Share Posted April 18, 2011 one question, this wdr new export supports alpha?(with this i mean when in-game sun will go through it or will put it like a solid plane there? Link to post Share on other sites
hristobg 1 Posted April 18, 2011 Share Posted April 18, 2011 I think this is a shader option. Link to post Share on other sites
3Doomer 411 Posted April 18, 2011 Author Share Posted April 18, 2011 alpha's supported, and the shadows're casted properly (as I remember) Don't forget that it's only Shadow_Link's exporter Link to post Share on other sites
vans123 120 Posted April 18, 2011 Share Posted April 18, 2011 btw... 3Doomer: Could you say me or link me to a download page for a WPL editor? in that way i can put much placing entries in 1 file instead of created 1 per building(since it appears to be in another kind of coding lenguage when you try to open it in "text-based" way Link to post Share on other sites
3Doomer 411 Posted April 18, 2011 Author Share Posted April 18, 2011 you want to unite two WPLs? you'll have problems with LOD IDs... you can just import both of them with GIMS, correct the hierarchy and export as a new one why are you saying about one file for each building?? WPL can contain thousands of them Link to post Share on other sites
vans123 120 Posted April 18, 2011 Share Posted April 18, 2011 yeh, thats exactly my point for example i do my first export, but when trying to do the second one, theres no way i can put the WPL placing line for that new object inside the already existing WPL file from the first import i did, so my question was how to do that and another one, the mesh gets imported now when importing WPL to max? Link to post Share on other sites
3Doomer 411 Posted April 18, 2011 Author Share Posted April 18, 2011 just import your WPL and add new objects into the hierarchy, then export the WDR model's being imported, if it's found in the WPL directory Link to post Share on other sites
vans123 120 Posted April 18, 2011 Share Posted April 18, 2011 (edited) you are awesome man! just fking hell rocking tool, thanks, tryin it now and reporting problems if have them ok, i got a simple big azz problem, with pretty old GIMS(The one using dev_openbounds/dev_ide/dev_wpl) single stuff i imported showed off ingame just did the try with the last GIMS(link at first page) and went to the place via teleport and not even the object there+i had to export with old Shadow WDR script couse when i tried to use GIMS one, max just freezes the hell out and wont answer after that here my scene; 1)YOU can see my hierachi 2)The object is kind of far from LC and im sure i checked there since i used a teleporter so i wont fail coords Picture: Please i would thank all the help, im kind of frustrated how old scripts could work and new wont final question; that file that gets created inside a folder saying "INSIDE TO .IMG ARCHIVE"(i think the name of folder makes it clear) but even that, it goes where .IMG archive is(folder) or inside the self .IMG archive like any other file like WTD and that crap? Thanks and hope to get help with this Edited April 19, 2011 by vans123 Link to post Share on other sites
3Doomer 411 Posted April 19, 2011 Author Share Posted April 19, 2011 when max freezes, just wait. use "base" instead of "map"(or "detail" for an object, and "base" for it's LOD) IMG archive is local archive with current mod files(WTD, WDR, etc) Link to post Share on other sites
vans123 120 Posted April 19, 2011 Share Posted April 19, 2011 thanks gonna try that Link to post Share on other sites