Alexander Blade Posted June 15, 2013 Share Posted June 15, 2013 (edited) openFormats I/O DescriptionopenFormats I/O or OFIO is the set of 3dsMax scripts for importing and exporting RAGE resources as Open IV openFormats text-based files. OFIO is capable of importing and exporting fragments (*.oft), drawables (*.odr, *.odd), bounds (*.obd, *.obn), navmeshes (*.onv) and animations (*.onim).3dsMax requirementsOriginaly developed for 3dsMax 8 it was also adapted for 3dsMax 2012, it should work on newer versions too. If you use 3dsMax 2012 you must have HotFix1 installed. If your 3dsMax version has Slate material editor then you must switch to the Compact for using OFIO materials.Tips* All info needed for quick start with OFIO can be found in the OFIO.chm from OFIO distrib* OFIO can't be used with scenes made for GIMS, also importing resources previously exported by GIMS is not recommendedDownloadLatest build (15 March 2015) is hereAdditional info* Thats how OFIO gui looks - img1* Ironman mod with custom animations- * How to import skeleton animations - DevelopersAlexander BladeMIXAZZZThxGooDChipsmanlistener3Doomerlegiz Edited March 15, 2015 by Alexander Blade VooDoobie, Dock, DK22Pac and 8 others 11 Link to comment Share on other sites More sharing options...
Garju67 Posted June 15, 2013 Share Posted June 15, 2013 Nice, is OFT supported ? Link to comment Share on other sites More sharing options...
simkas Posted June 15, 2013 Share Posted June 15, 2013 So is this pretty much a replacement for GIMS? Link to comment Share on other sites More sharing options...
Alexander Blade Posted June 15, 2013 Author Share Posted June 15, 2013 Garju67 Oft isn't supported yet simkas More or less because GIMS has wpl/ide/carpath support Link to comment Share on other sites More sharing options...
Garju67 Posted June 15, 2013 Share Posted June 15, 2013 Garju67Oft isn't supported yet Ok, any support planned ? Link to comment Share on other sites More sharing options...
simkas Posted June 15, 2013 Share Posted June 15, 2013 I get this error when I try to import any .onim file: I also get this error whenever I start Max with these scripts installed, dunno if it's related: Link to comment Share on other sites More sharing options...
Alexander Blade Posted June 15, 2013 Author Share Posted June 15, 2013 Garju67 yup simkas everything is in chm file probably you are trying to import cutscene stuff Link to comment Share on other sites More sharing options...
simkas Posted June 15, 2013 Share Posted June 15, 2013 Garju67yup simkas everything is in chm file probably you are trying to import cutscene stuff Nope, I'm trying to import a regular player weapon animation. The chm says I need to select a skeleton root bone when importing but that doesn't seem to help. Link to comment Share on other sites More sharing options...
Frank.s Posted June 15, 2013 Share Posted June 15, 2013 (edited) Animation importing AND exporting?!! 3dsmax9 support?!! Amazing. Good to see that the navmesh feature isn't private and is now publicly released too. Well deserved for you Alexander: Edited June 15, 2013 by Frank.s Link to comment Share on other sites More sharing options...
Alexander Blade Posted June 15, 2013 Author Share Posted June 15, 2013 (edited) okay i see Type134 blocks , it's fixed now , reload plz regarding that memory warning - increase maxscript memory in max preferences Edited June 15, 2013 by Alexander Blade Link to comment Share on other sites More sharing options...
Frank.s Posted June 15, 2013 Share Posted June 15, 2013 When importing an .odd pedestrian model, the normal mesh and lod mesh have the same name, how are they differentiated when exporting? Any chance of a _lod suffix to allow definition between close-distance and lod-distance mesh? Link to comment Share on other sites More sharing options...
simkas Posted June 15, 2013 Share Posted June 15, 2013 Is there a way to import .odr files with materials? Right now when I import it, it just imports it without any material set up. In GIMS, it would automatically set up proper materials if the texture files were in the right folder. Link to comment Share on other sites More sharing options...
Alexander Blade Posted June 15, 2013 Author Share Posted June 15, 2013 Blaster_nl if you want texture to go external you should clean texture path leaving only the name , there are some screens in chm Frank.s lod is defined in the mesh user props simkas you mean that external textures are not set after importing ? if yes then it was meant to be like this Link to comment Share on other sites More sharing options...
simkas Posted June 15, 2013 Share Posted June 15, 2013 simkasyou mean that external textures are not set after importing ? if yes then it was meant to be like this Is it gonna be in a future version then? Link to comment Share on other sites More sharing options...
Alexander Blade Posted June 15, 2013 Author Share Posted June 15, 2013 simkasyou mean that external textures are not set after importing ? if yes then it was meant to be like this Is it gonna be in a future version then? yes , it's only a beta here and I'm surprised that import is even needed regarding smooth groups - I'm detaching them on export only for non-skinned meshes , gims does the same Link to comment Share on other sites More sharing options...
Frank.s Posted June 15, 2013 Share Posted June 15, 2013 (edited) lod is defined in the mesh user props Thanks. Edited June 15, 2013 by Frank.s Link to comment Share on other sites More sharing options...
quechus13 Posted June 15, 2013 Share Posted June 15, 2013 I'm getting an error where I'm trying to import an onim file and it says that there is no root bone. wtf. How to fix it? Link to comment Share on other sites More sharing options...
Alexander Blade Posted June 15, 2013 Author Share Posted June 15, 2013 I'm getting an error where I'm trying to import an onim file and it says that there is no root bone. wtf. How to fix it? you are trying to import skeleton animation , so importer needs to apply it on some skeleton , in order to show one to the importer you should select first skeleton bone (it has id=0 in props , for peds it has named as Char) on scene or in hierarchy view Link to comment Share on other sites More sharing options...
quechus13 Posted June 15, 2013 Share Posted June 15, 2013 Hopefully someday it will be possible to assign the animation automatically to the char bones. As many of you would know GTA IV peds have multiple skeletons. Link to comment Share on other sites More sharing options...
simkas Posted June 15, 2013 Share Posted June 15, 2013 Do weapon animations have some kind of extra data in them? I tried editing the "fire" animation in gun@handgun, but that seemed to have lost any extra data in it. By default, it seems like the game takes that animation, then somehow knows that the first few frames are used for the transition from idle to aiming, then near the end there's several frames that are used for the fire animation and then the very last ones are used to transition from aiming to idle and the game seems to automatically split those and use only the ones needed. Now, with the animation I edited, it just seems to play the entire timeline of that animation when I start aiming with the pistol or fire it. Is there some way to make that animation function properly or not yet? Link to comment Share on other sites More sharing options...
Alexander Blade Posted June 15, 2013 Author Share Posted June 15, 2013 Do weapon animations have some kind of extra data in them? I tried editing the "fire" animation in gun@handgun, but that seemed to have lost any extra data in it. By default, it seems like the game takes that animation, then somehow knows that the first few frames are used for the transition from idle to aiming, then near the end there's several frames that are used for the fire animation and then the very last ones are used to transition from aiming to idle and the game seems to automatically split those and use only the ones needed. Now, with the animation I edited, it just seems to play the entire timeline of that animation when I start aiming with the pistol or fire it. Is there some way to make that animation function properly or not yet? Actually saying ... we don't know , probably that is in unknown params First of all we need to find where this fcks up - in OF or in OFIO , so 1. wad -> oad 2. oad -> wad (we are not using 3dsMax at all) 3. Test it and tell me the results , if everything works ok then 1. wad -> oad 2. onim -> 3dsMax (ofio import) 3. 3dsMax -> onim (export without any animation changes) 4. oad -> wad 5. Test it and tell me the results Link to comment Share on other sites More sharing options...
simkas Posted June 15, 2013 Share Posted June 15, 2013 Do weapon animations have some kind of extra data in them? I tried editing the "fire" animation in gun@handgun, but that seemed to have lost any extra data in it. By default, it seems like the game takes that animation, then somehow knows that the first few frames are used for the transition from idle to aiming, then near the end there's several frames that are used for the fire animation and then the very last ones are used to transition from aiming to idle and the game seems to automatically split those and use only the ones needed. Now, with the animation I edited, it just seems to play the entire timeline of that animation when I start aiming with the pistol or fire it. Is there some way to make that animation function properly or not yet? Actually saying ... we don't know , probably that is in unknown params First of all we need to find where this fcks up - in OF or in OFIO , so 1. wad -> oad 2. oad -> wad (we are not using 3dsMax at all) 3. Test it and tell me the results , if everything works ok then 1. wad -> oad 2. onim -> 3dsMax (ofio import) 3. 3dsMax -> onim (export without any animation changes) 4. oad -> wad 5. Test it and tell me the results Seems like it breaks in 3ds max, just re-importing the exported .oad worked completely fine, but when I imported and re-exported the .onim, it broke in the same way. Link to comment Share on other sites More sharing options...
wapeddell Posted June 16, 2013 Share Posted June 16, 2013 (edited) nvm Edited June 16, 2013 by wapeddell Link to comment Share on other sites More sharing options...
Limiter Posted June 16, 2013 Share Posted June 16, 2013 (edited) Wow, just saw this and I was like "Finally odr export and obn export for Max 2009. Well done Alexander You deserve a cookie BTW, I thought GIMS automatically detaches smoothing group on export. 3Doomer told me he fixed it some time ago because a few users were bugging him about it. Does this mean that for your OFIO we need to manually detach smoothing groups for models such as buildings? Sorry I did not really understand does it apply to building models when you replied that you did it for non- skinned meshes. Edited June 16, 2013 by Limiter Link to comment Share on other sites More sharing options...
wapeddell Posted June 16, 2013 Share Posted June 16, 2013 When OFT support coming? Link to comment Share on other sites More sharing options...
Alexander Blade Posted June 16, 2013 Author Share Posted June 16, 2013 simkas thx , now we know what unknown stuff in animations is for , gonna dig it Limiter gims automaticly detaches sg on export but not for skinned meshes , ofio does exactly the same wapeddell no idea Link to comment Share on other sites More sharing options...
D T Posted June 16, 2013 Share Posted June 16, 2013 It's good to see you back alexander. I'm not a modder, but I understand this is a very helpful tool. Thank you! Link to comment Share on other sites More sharing options...
Limiter Posted June 16, 2013 Share Posted June 16, 2013 Thanks for the clarification Alexander. About the part where you say not to use this on GIMS prepared files, is it only for the openformats that GIMS created? What if I have a scenario like this: Export model to .odr using GIMS, then turn it to .wdr using openIV. Then I turn that .wdr to .odr using openIV. Will OFIO be able to read the resulting .odr? Technically it isn't quite GIMS file anymore, it is more similar to any other odr you import from Rockstar. Link to comment Share on other sites More sharing options...
Alexander Blade Posted June 16, 2013 Author Share Posted June 16, 2013 (edited) Thanks for the clarification Alexander. About the part where you say not to use this on GIMS prepared files, is it only for the openformats that GIMS created? What if I have a scenario like this: Export model to .odr using GIMS, then turn it to .wdr using openIV. Then I turn that .wdr to .odr using openIV. Will OFIO be able to read the resulting .odr? Technically it isn't quite GIMS file anymore, it is more similar to any other odr you import from Rockstar. For drawables you will definitely get broken normals in some places after export + import because of vertex optimizations which gims and ofio perform , so it's not an option to do so . You can try remaking the scene for ofio by replacing all mats and recreating ofio hierarchy with proper ofio user props for each scene object . ------- Interesting stuff about ped anims is that one of the unkown blocks ofio doesn't process is being used for triggering game events like shooting , never saw in any games before that animation by itself can trigger such things Edited June 16, 2013 by Alexander Blade Link to comment Share on other sites More sharing options...
Limiter Posted June 16, 2013 Share Posted June 16, 2013 Thanks, so I guess I need to back up my 3ds max scene when it haven't been touched by GIMS. Anyhow, can I export odr without centering the model on 0,0,0 coordinates. Because GIMS aitomatically does it. Also, for odr that has lights attached, will OFIO auto center the lights to 0,0,0 with the model it is attached to? GIMS have this weird bug where only the model gets centered but the lights stay at original position. Link to comment Share on other sites More sharing options...
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