ZAZ Posted September 29, 2012 Share Posted September 29, 2012 (edited) Lightobjects and Objects with 2dfx effects with DexX's Maxscript You need Kam's Maxscript: http://www.gtagarage.com/mods/show.php?id=9172 DexX's Maxscript: http://www.gtagarage.com/mods/show.php?id=5656 Steve-M RWAnnalyse tool: http://www.gta-modding.it/area/index.php?act=view&id=33 Lightobjects or Objects with 2dfx effects are done in different ways but very similar 2dfx effects needs to create a "Dummy" and Lightobjects needs to create a "omni" DexX's 2dfx Export Script have 2 different sections to apply light or effect Lightobjects allows to modify size and color 2dfx effects attaches an effect of 3dsmax7\scripts\saparticle.ini which should contain the same effects like GTA SA\models\effect.fxp Video Tutorial Both object version needs to assigne dummy/omni in Graph Editor: shematic view: 2dfx Goldkillers 2dfx Video Tutorial shows this step very good by making an object with effect take care for this step: select OBJCET!! then go to Graph Editor: shematic view: 2dfx ******************************** 2dfx Effekt Export:Tutorial (short description) ~ Load Objekt in 3dsmax ~ create Dummy where the Effekt should be ~ Select OBJCET!! then assigne Dummy in Graph Editor: shematic view ~ Start "DexX Tool" in 3dsMax ~ Select Dummy [important!!!] und DexX's 2dfx Export Script ~ At "Setup / Add Effects" click "Add Particel Info (Dummy)" important: click only one time ~ Open Section "Setup / Edit Particels" ~ Choose Effekt and "Apply to Dummys" ~ Click Section "Export Effect Info" and export info file.sae (name is unimportant). ~ Select Dummy + Object [ALL] and export all with Kam's maxscript as *.dff (skip col) ~ Start RW Analyze and open the *.dff to assigne the effect ~ Go to "Clump > Geometry List > Geometry > Extension" ~ Rightclick on "Extension" and add "Add Section" ~ Insert Section Type -0x253F2F8 2dfx(R*) ~ 0x253F2F8 ~ Rightclick on 2dfx(R*),Import Section Data and insert *.sae for LIGHTOBJECTS is it the same but with these differences: 2dfx effects needs to create a "Dummy" and Lightobjects needs to create a "omni" DexX's 2dfx Export Script have 2 different sections to apply light or effect ******************************** Add Light , Image Tutorial from oCain Load Objekt in 3dsmax and create Omni where the Light should be Select OBJCET!! then assigne Omni Select Omni [important!!!] und DexX's 2dfx Export Script ~ At "Setup / Add Light" click "Add Light Info (Omni)" important: click only one time ~ Open Section "Setup / Edit Light" Choose Effekt and "Apply to Lights" Click Section "Export Effect Info" and export info file.sae (name is unimportant) Select Omni + Object [ALL] and export all with Kam's maxscript as *.dff (skip col) Start RW Analyze and open the *.dff to assigne the light Go to "Clump > Geometry List > Geometry > Extension" Rightclick on "Extension" and add "Add Section" Insert Section Type -0x253F2F8 2dfx(R*) 0x253F2F8 Rightclick on 2dfx(R*),Import Section Data and insert *.sae Save the file and import it into your game Tool to make extensions (*.sae), by xmen 2dfx-Editor.. Edited September 29, 2012 by ZAZ Shifaau9, Sloth-, Shagg_E and 5 others 8 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Michael-Knight1 Posted October 1, 2012 Share Posted October 1, 2012 Thanks , I'll Try Link to comment Share on other sites More sharing options...
TheGodfather. Posted October 1, 2012 Share Posted October 1, 2012 Oh really nice .... I really wish I had 3 Ds Max.. Link to comment Share on other sites More sharing options...
TheLordYugi Posted October 27, 2012 Share Posted October 27, 2012 (edited) tanks for your tutorial ZAZ!!! I Need Help with SA Lights, this lights not functional in game... Edited October 27, 2012 by TheLordYugi Link to comment Share on other sites More sharing options...
ZAZ Posted October 28, 2012 Author Share Posted October 28, 2012 I Need Help with SA Lights, this lights not functional in game... sounds not like a question but i assume you didn't got it well, this method is not easy CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
TheLordYugi Posted October 28, 2012 Share Posted October 28, 2012 I Need Help with SA Lights, this lights not functional in game... sounds not like a question but i assume you didn't got it well, this method is not easy forgiveness my particles is 100% functional, more no lights appear. Link to comment Share on other sites More sharing options...
ZAZ Posted October 28, 2012 Author Share Posted October 28, 2012 I Need Help with SA Lights, this lights not functional in game... sounds not like a question but i assume you didn't got it well, this method is not easy forgiveness my particles is 100% functional, more no lights appear. try mlampost as Light Type in section "Setup/Edit Light" CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
DK22Pac Posted October 28, 2012 Share Posted October 28, 2012 Don't forget you can add 2dfx with .ipl too. Link to comment Share on other sites More sharing options...
TheLordYugi Posted October 29, 2012 Share Posted October 29, 2012 tanks, not functional, I have use particles in my project... my english is poor... Link to comment Share on other sites More sharing options...
ZAZ Posted November 2, 2012 Author Share Posted November 2, 2012 (edited) Don't forget you can add 2dfx with .ipl too. I assume that you mean ide. I never tried it and saw it only in VC. The 2dfx sections of SA -ide are used by unknown methods to spawn peds and furnitures in connection with entries of furnitur.dat In every cases are the 2dfx associated to an object, written as first entry in the line, so i thought that this object must have a dummy or extension or something I'll check it now ... would be nice if you could give example and description _____________ edit I tried without success to show Light above of TEE PEE Motel signe in Las Barrancas 11432, des_tepesign01, desn_teepee, 290, 0 and inserted this into countryN.ide and in other tests in countryN.ipl 2dfx11432, -841.4631, 1438.8392, 25.5849, 246, 19, 238, 200, 0, "mlampost", "shad_exp", 100, 20, 0, 0, 40, 1, 0, 0, 411432, -841.4631, 1440.8392, 25.5849, 246, 19, 238, 200, 0, "coronastar", "shad_exp", 100, 20, 0, 0, 40, 1, 0, 0, 4end nothing happend, no light Edited November 2, 2012 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
DK22Pac Posted November 9, 2012 Share Posted November 9, 2012 Yes, I meant .IDE. If I remember right, each 2dEffect type works via .ide. 0 LIGHT1 PARTICLE3 PEDS4 SUN_FLARE5 FURNITUR6 ENEX7 ROADSIGN8 SLOTMACHINE_WHEEL910 ESCALATOR so i thought that this object must have a dummy or extension or something It creates 2d effect relatively to the centre of model. Format for LIGHT type: iModelId, fX, fY, fZ, iType, iRed, iGreen, iBlue, iAlpha, sCoronaTex,sShadowTex, fCoronaFarClip, fPointlightRange, fCoronaSize, fShadowSize,iShadowColorMultiplier, iCoronaFlashType, iCoronaEnableReflection,iCoronaFlareType, iCoronaFlags, iShadowZDistance, iSomeOffsetX, iSomeOffsetY,iSomeOffsetZ Link to comment Share on other sites More sharing options...
TheLordYugi Posted November 10, 2012 Share Posted November 10, 2012 DK22Pac, is possible, your make a functional example to use this code? tanks... Link to comment Share on other sites More sharing options...
DK22Pac Posted January 19, 2013 Share Posted January 19, 2013 I've researched PED effect type a bit... Updated stream info 4b - INT32 - Type (1 - Sitting, 5 - Standing...)36b - VECTOR3[3] - Rotation8b - CHAR[8] - External script name4b - INT32 - PED-Existing-Probability 1b - BYTE - Unknown1b - BYTE - Not used1b - BYTE - Unknown1b - BYTE - Not used .Ide version modelId, x, y, z, type, eventType, right_x, right_y, right_z, top_x, top_y, top_z, at_x, at_y, at_z, pedExistingProbability, unknown, externalScriptName Link to comment Share on other sites More sharing options...
MarcelloRocha Posted June 2, 2013 Share Posted June 2, 2013 hello come here ston a help on the omni in gta sa, because I've tried everything that is way more I can not, I do this: open the model in 3ds max 2010 (I think it's demo) add lights choose color etc. and then I add the panels and the particles and so on. then export the file. leaves, then I close and open the 3ds max rw analyze and open the template file but when I add the section has sought to end to the other and will not appear the option "0x253F2F8 2dfx (R *)", then I type 0x253F2F8. care after the. leaves and saved the model, the more there in the game nothing happens until the editor has the map and see the lights in the game but nothing appears. 1 ° - Then to function must have the option 0x253F2F8 2dfx (R *) in Rw Analyze? if yes how do I show up, it seems you have to download a file. rar not remember the name over the link is broken. 2nd - need to create a dummny in 3ds max? Like it does? (sorry I use only the most ZModeler and I know not much 3dsmax). I need help I know it's just a detail to achieve, I just wanted to put some lights in certain objects just that. Thank you! Link to comment Share on other sites More sharing options...
ZAZ Posted June 3, 2013 Author Share Posted June 3, 2013 you must use 3d max and you must learn how to use Kam's max script to import and export an object as well as the import into the game just do that simple lesson before you start with lights or 2dfx effects if you got it then learn to use Dexx's max script and create at first an object with 2dfx effect watch goldkillers video and create an object with fire CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
MarcelloRocha Posted June 7, 2013 Share Posted June 7, 2013 Thanks Zaz pro answer! Now I can make better use of 3ds max, and I can use the lights but only in vehicles, can use even on airplanes, really wanted to add more lights on objects that also converted the gta iv but gives error when trying to import. Dff , and the lights do not work on objects despite using the same procedures in the vehicles, but nothing appears in the game. : ( I think it's a simple detail. Have to create a dumny? and join the omni + dumny? and have to export the dff? Link to comment Share on other sites More sharing options...
MarcelloRocha Posted June 7, 2013 Share Posted June 7, 2013 Good news, can put a light on an object. * - * Now I have some questions, you can put these omni (lights) as if it were lights of cars? instead of getting only one ball of light, getting a white band of light as in vehicles? and why when I try to import. dff they give error? "this is a non-standard DFF!" how to fix this? all models are giving my conversion error Link to comment Share on other sites More sharing options...
ZAZ Posted June 7, 2013 Author Share Posted June 7, 2013 Now I have some questions, you can put these omni (lights) as if it were lights of cars? instead of getting only one ball of light, getting a white band of light as in vehicles?no, the car headlights are hardcoded, they illuminate the envirement and why when I try to import. dff they give error? "this is a non-standard DFF!" how to fix this?maybe because you edited with RW Analyse? all models are giving my conversion errorwhat means all models? all these original models which you exportet from game? CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
MarcelloRocha Posted June 13, 2013 Share Posted June 13, 2013 Hello thanks for the help, and so far I'm getting rather modify some. Dff. Because the models that try to put the lights are coming models gta iv. I converted so: I exported the. Wdr and open it in ZModeler, after editing I exported again as. Dff and gives everything right texture, model, collision. the problem is that most of these models are converted giving the error and will not open, so I have to export as 3ds, in which case it's annoying to do it all. Well now I'm better with 3ds max, can put lights in vehicles as in obj, although most of the time gives error and nothing appears. = / Well my question now is how do I get power to the lights flashing like the lights of the airport because at most they were alternating between strong and weak light something. The model currently used is a buoy that is flashing at sea. This model is the gta iv wanted to put in gta sa most wanted to put more lights also can not, I can not put it flashing. could help with the properties of light, because every time I change something in styles, nothing appears only works with lampost_coast. Then post a picture, because my net is slow and I am not able to post. : ( Link to comment Share on other sites More sharing options...
DK22Pac Posted June 17, 2013 Share Posted June 17, 2013 You need to change some parameters inside 2dfx structure if you want to have flashing light. I'm currently finished simple exporter for 2dfx section file (it 'converts' binary data to simple text file). Here how it looks. So, when I'll finish this, you could have access to all light parameters and could change them. Importer is in progress. Link to comment Share on other sites More sharing options...
MarcelloRocha Posted July 20, 2013 Share Posted July 20, 2013 hello excuse the delay gave noteboook more my problem I have to format, but back to the subject I really improved a lot over the lights just wanted to be able to do now elass flash such as the lights of the airport .... else could someone post the link to dowload download for 3dsmax 2010? I have to format my pc and it's bad to find the site I downloaded before .... thank you! Link to comment Share on other sites More sharing options...
SpockerLoquendero Posted June 27, 2014 Share Posted June 27, 2014 Magnific tutorial, but I have an error in applying the effects of gambling on my 3d model Do not know if that should be done everything perfectly, I preferred to ask you about this problem It would help for future projects too, thanks in advance. Link to comment Share on other sites More sharing options...
RestractPrime Posted March 26, 2015 Share Posted March 26, 2015 i has been follow your Tutorial @ZAZ , but why when i adding section it unknown ? Please fast repply ZAZ , thank's for Tutorial btw Link to comment Share on other sites More sharing options...
ZAZ Posted March 26, 2015 Author Share Posted March 26, 2015 not unknown, insert 0x253F2F8 instead please watch Goldkillers video (if possible) at 2:02 RestractPrime 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
RestractPrime Posted March 27, 2015 Share Posted March 27, 2015 not unknown, insert 0x253F2F8 instead please watch Goldkillers video (if possible) at 2:02 i have been insert 0x253F2F8 to add section , but unknown too , now has fix , Reason : not insert Code to RW_Sec , thank's for tutorial ZAZ Link to comment Share on other sites More sharing options...
Ezekiel Posted May 25, 2015 Share Posted May 25, 2015 Zazmahall worap.... I just wanted to do one silly thing...and I fail,maybe you know something more about it I put particle effects on skin model and when skin doing animation particle stay on one spot cuz that's how it's written NumEntries 1 ######################### 1 ######################### 2dfxType PARTICLE Position 0.030946 -0.009705 0.684183 Name fire is it possible for particle to follow my ped Link to comment Share on other sites More sharing options...
ZAZ Posted May 25, 2015 Author Share Posted May 25, 2015 I never tried it but it must be possible, because Beeswax's Zombie models had particles, one with fire another one with flys CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
KiralMert Posted January 16, 2016 Share Posted January 16, 2016 (edited) Help Boats omni01 problem !! Edited January 16, 2016 by KiralMert Link to comment Share on other sites More sharing options...
MysticBlast3r26 Posted October 27, 2017 Share Posted October 27, 2017 can you help me to make a kitt scanner? i did not understood this thing Link to comment Share on other sites More sharing options...
xelono Posted August 30, 2018 Share Posted August 30, 2018 Is it possible to create a particle (dummy) and a light (omni) in the same object (dff)? I have tried but apparently only recognizes a function (particle) during the game and does not execute both. Link to comment Share on other sites More sharing options...
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