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[3DSMAX|REL] OpenIV openFormats I/O


Alexander Blade

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Alexander Blade

openFormats I/O



Description
openFormats 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 requirements
Originaly 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 recommended

Download
Latest build (15 March 2015) is here

Additional info
* Thats how OFIO gui looks - img1
* Ironman mod with custom animations-


* How to import skeleton animations -


Developers
Alexander Blade
MIXAZZZ

Thx
GooD
Chipsman
listener
3Doomer
legiz Edited by Alexander Blade
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Alexander Blade

Garju67

Oft isn't supported yet

 

simkas

More or less because GIMS has wpl/ide/carpath support

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I get this error when I try to import any .onim file:

user posted image

I also get this error whenever I start Max with these scripts installed, dunno if it's related:

user posted image

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Alexander Blade

Garju67

yup

 

simkas

everything is in chm file smile.gif probably you are trying to import cutscene stuff

 

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Garju67

yup

 

simkas

everything is in chm file smile.gif 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.

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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: cookie.gif

Edited by Frank.s
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Alexander Blade

okay i see Type134 blocks , it's fixed now , reload plz

regarding that memory warning - increase maxscript memory in max preferences

Edited by Alexander Blade
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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?

 

user posted image

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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.

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Alexander Blade

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

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simkas

you 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?

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Alexander Blade
simkas

you 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

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lod is defined in the mesh user props
Thanks. Edited by Frank.s
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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?

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Alexander Blade

 

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

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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.

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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?

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Alexander Blade
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 biggrin.gif

 

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

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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 biggrin.gif

 

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.

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Wow, just saw this and I was like "Finally odr export and obn export for Max 2009. smile.gif

 

Well done Alexander smile.gif You deserve a cookie cookie.gif

 

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 by Limiter
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Alexander Blade

simkas

thx , now we know what unknown stuff in animations is for , gonna dig it biggrin.gif

 

Limiter

gims automaticly detaches sg on export but not for skinned meshes , ofio does exactly the same

 

wapeddell

no idea biggrin.gif

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It's good to see you back alexander. icon14.gif

 

I'm not a modder, but I understand this is a very helpful tool. Thank you!

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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.

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Alexander Blade

 

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 by Alexander Blade
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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.

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