Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!

    1. Red Dead Redemption 2

      1. Gameplay
      2. Missions
      3. Help & Support
    2. Red Dead Online

      1. Gameplay
      2. Find Lobbies & Outlaws
      3. Help & Support
    1. Crews & Posses

      1. Recruitment
    2. Events

    1. GTA Online

      1. Arena War
      2. After Hours
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Grand Theft Auto Series

    3. GTA Next

    4. GTA V

      1. PC
      2. Guides & Strategies
      3. Help & Support
    5. GTA IV

      1. Episodes from Liberty City
      2. Multiplayer
      3. Guides & Strategies
      4. Help & Support
      5. GTA Mods
    6. GTA Chinatown Wars

    7. GTA Vice City Stories

    8. GTA Liberty City Stories

    9. GTA San Andreas

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    10. GTA Vice City

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    11. GTA III

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    12. Top Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    13. Wiki

      1. Merchandising
    1. GTA Modding

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    3. Featured Mods

      1. DYOM
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Red Dead Redemption

    2. Rockstar Games

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Programming
      5. Movies & TV
      6. Music
      7. Sports
      8. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. News

    2. Forum Support

    3. Site Suggestions

Alexander Blade

[3DSMAX|REL] OpenIV openFormats I/O

Recommended Posts

Limiter
When I'm working with this script, my 3ds max will crash every time.anyone can help?

I've tested on 3ds max 2009 and 2012.

Wow, serious? I haven't found time to install this yet. But if it doesn't work on Max 2009 then I will be cryani.gif

Share this post


Link to post
Share on other sites
Alexander Blade
When I'm working with this script, my 3ds max will crash every time.anyone can help?

I've tested on 3ds max 2009 and 2012.

When do you have crashes ? Show some screens . I can't help you knowing nothing .

 

Limiter

It works with 2012 as mush as with 2009 .

Share this post


Link to post
Share on other sites
Limiter

Thanks Alexander, a great relief to hear it from you. I hope to test this soon.

Share this post


Link to post
Share on other sites
Mikael_GreenFly

First i wanted to say: "Great work Alexander", been waiting for a tool like this for a long time now.

 

Well now to my problem. I'am also quite an 3dsmax noob. I have a motion capture file .BVH and i have the IG_Niko model from EFLC imported. Now i don't really get the modifying a Keyframe part. Well basically its nowhere shown, like in a tutorial or else. I want to know how to merge the .BVH file so it plays for Nikos Skeleton.

Share this post


Link to post
Share on other sites
quechus13

Will you update the script for the new OpenIV?

 

We can't do animations now sad.gif

Share this post


Link to post
Share on other sites
Terreur69

user posted image

ped path working in more 512 high unit inlove.gif ,i did not know that was possible cryani.gif

so , if you made your own nods script , gostown will finally have the traffic in the city from the top , please make this , and thanks for amazing script cookie.gif !

Share this post


Link to post
Share on other sites
Limiter

Wow, working paths above height limit for paths?? Nice find there terreur. cookie.gif

 

Share this post


Link to post
Share on other sites
Jestic

 

user posted image

ped path working in more 512 high unit  inlove.gif ,i did not know that was possible cryani.gif

  so , if you made your own nods script , gostown will finally have the traffic in the city from the top , please make this , and thanks for amazing script  cookie.gif !

Navmeshes are like collisions in a way, so i'm not surprised that this works.

 

Nodes on the other hand, are not possible.

 

It's not a GIMS limitation, it's a limitation from the game engine.

Edited by Blaster_nl

Share this post


Link to post
Share on other sites
miclin

Hi, I cant import the walk animations to 3dsmax.

 

Is it cause of the new Openiv?

Edited by miclin

Share this post


Link to post
Share on other sites
Limiter

 

user posted image

ped path working in more 512 high unit  inlove.gif ,i did not know that was possible cryani.gif

  so , if you made your own nods script , gostown will finally have the traffic in the city from the top , please make this , and thanks for amazing script  cookie.gif !

Navmeshes are like collisions in a way, so i'm not surprised that this works.

 

Nodes on the other hand, are not possible.

 

It's not a GIMS limitation, it's a limitation from the game engine.

This makes me wonder why Rockstar won't just make car paths similar to ped paths in structure. Or at least in some sort of a way.

 

@miclin

 

yeah, new openIV has new openformat structure for animations. This tool needs an update before you can get that to work.

Share this post


Link to post
Share on other sites
Jestic

 

user posted image

ped path working in more 512 high unit  inlove.gif ,i did not know that was possible cryani.gif

  so , if you made your own nods script , gostown will finally have the traffic in the city from the top , please make this , and thanks for amazing script  cookie.gif !

Navmeshes are like collisions in a way, so i'm not surprised that this works.

 

Nodes on the other hand, are not possible.

 

It's not a GIMS limitation, it's a limitation from the game engine.

This makes me wonder why Rockstar won't just make car paths similar to ped paths in structure. Or at least in some sort of a way.

Well, probably because of several reasons

 

Probably the most important one is because cars must only drive on one lane. With meshes, you can never know where a lane is. With nodes, the path is exactly in the middle of the lane, so cars know exactly where they are suppose to drive.

 

Before IV, the path system for peds and cars were the same. The problem with that is, the area where people may walk is always different. A pavement is narrow, but a playground is not. So translating these areas where people may walk to a path is very hard. Meshes allow for complete freedom.

 

But a car driver doesn't have freedom...you must obey the traffic rules. So a more strict system for this is mandatory to not let the AI do unexpected things you dont want.

 

Edited by Blaster_nl

Share this post


Link to post
Share on other sites
Terreur69
http://i.imgur.com/gou62YW.png[/img

ped path working in more 512 high unit  inlove.gif ,i did not know that was possible cryani.gif

  so , if you made your own nods script , gostown will finally have the traffic in the city from the top , please make this , and thanks for amazing script  cookie.gif !

Navmeshes are like collisions in a way, so i'm not surprised that this works.

 

Nodes on the other hand, are not possible.

 

It's not a GIMS limitation, it's a limitation from the game engine.

This makes me wonder why Rockstar won't just make car paths similar to ped paths in structure. Or at least in some sort of a way.

Well, probably because of several reasons

 

Probably the most important one is because cars must only drive on one lane. With meshes, you can never know where a lane is. With nodes, the path is exactly in the middle of the lane, so cars know exactly where they are suppose to drive.

 

Before IV, the path system for peds and cars were the same. The problem with that is, the area where people may walk is always different. A pavement is narrow, but a playground is not. So translating these areas where people may walk to a path is very hard. Meshes allow for complete freedom.

 

But a car driver doesn't have freedom...you must obey the traffic rules. So a more strict system for this is mandatory to not let the AI do unexpected things you dont want.

 

i am of the same opinion that limiter, it's stupid that rockstar is created only for the limitation for paths, and after doomer, the nods and navmesh had the same restriction, and although proof not , i do not know anything about programming, doomer created its own nods, so it may very well recompile line beyond 512, as it's created, right?

Share this post


Link to post
Share on other sites
lpgunit

Any updates on .OFT support?

Share this post


Link to post
Share on other sites
Jestic
Any updates on .OFT support?

Share this post


Link to post
Share on other sites
Alexander Blade

I'm working on oft import this days , meanwhile ofio is updated in order to support newest openFormats animations , read the chm

Share this post


Link to post
Share on other sites
lpgunit
I'm working on oft import this days , meanwhile ofio is updated in order to support newest openFormats animations , read the chm

What about export?

Share this post


Link to post
Share on other sites
Jestic

Alexander, what gives GIMS the advantage right now is it's very user friendly Material Editor. Mainly because it's well categorized and compact.

 

I'm not asking you to be a copycat, but you could learn from GIMS to create an easy to use material editor. So my question is, will you improve the material editor?

 

I really dislike Gims EVO (becuase of it's GUI and startup time) so if you make an improved ME, I think I will switch over to OFIO when it comes to model export icon14.gif

 

Also, any plans for a map editor like GIMS?

Share this post


Link to post
Share on other sites
Alexander Blade

First of all there will be no more user-friendly mat editor biggrin.gif GIMS mat editor has tons of code , I won't go that far for gui . I was planning on map editor after oft . And there is no complete oft import still smile.gif

Share this post


Link to post
Share on other sites
Beerminator1

Apparently, it's not compatible with 3ds max 2012... I have it (and the Hotfix 1), but I can't import animations.

Share this post


Link to post
Share on other sites
quechus13
First of all there will be no more user-friendly mat editor biggrin.gif GIMS mat editor has tons of code , I won't go that far for gui . I was planning on map editor after oft . And there is no complete oft import still smile.gif

You could just use the original mat editor from 3ds max like SA does.

Share this post


Link to post
Share on other sites
H1Vltg3

Maybe someone here can help me out. I've been working on putting the S.H.I.E.L.D. Helicarrier in GTA 4.

  1. I used OFIO to import RUS_18x12_Extra01.odr from retail_3.img, then imported rus_18x12_extra01.onim for the ceiling fan animations.
  2. I then took the skeleton from the buildings 4 ceiling fans and translated/scaled the bones to fit the rotors of the Helicarrier.
  3. I then reset all transforms, scale, and xforms.
  4. Then I used the attach method to attach the rotors to the ceiling fans and delete the fans verts.
  5. I exported animations in OFIO.
  6. I used GIMS to setup hierarchy for ide (anim) and wpl's and exported those with no issues.
  7. I then used GIMS to setup hierarchy for the wdr export, matching RUS_18x12_Extra01.wdr's hierarchy.
  8. I had to modify the .skel file for the helicarrier to add the bone ID's from RUS_18x12_Extra01.
  9. I then imported all of the files into OpenIV

 

OpenIV has no issues showing the files, the animation works correctly in the Animation Viewer

 

https://www.facebook.com/photo.php?v=10151971797947456

 

NOW, when I start the game, the collision loads, but the mesh does not.

I can however load the mesh from a version I did without animations, so I know it's not a poly issue or textures/shaders.

Why would OpenIV be able to display everything correctly but not the game? Is this a WPL issue, that's about all that is left. I've even gone as far as comparing exported openformats data between the working and non working versions and making changes to the animated version with no luck.

Is this something I should be using OFIO for when I export the model?

Any help is appreciated, thanks!

Share this post


Link to post
Share on other sites
Alexander Blade

H1Vltg3

probably something with skeleton is not in the way it should be , openiv doesn't rly care about this because it uses resources _as_it_is_ unlike the game which expects the data to be sorted / grouped / etc , solution is to make separate drawables for the static part and the model of propeller , by the way you can use the skeleton and animation from original ck_radar* for the propeller

Share this post


Link to post
Share on other sites
H1Vltg3

H1Vltg3

probably something with skeleton is not in the way it should be , openiv doesn't rly care about this because it uses resources _as_it_is_ unlike the game which expects the data to be sorted / grouped / etc , solution is to make separate drawables for the static part and the model of propeller , by the way you can use the skeleton and animation from original ck_radar* for the propeller

Ok, I will try the separate drawables. I used the russian store because it has 4 fans with 4 animations, I need all 4. So by separate drawables, you mean separate wdr's? Should each of the 4 propellers be separate too? What I'm saying is, should I have 5 drawables or 2 (main body and 4 props)? I will probably try to import just he propellers into the russian store scene and replace the fans, then export from there. I noticed that I cannot exactly match the hierarcy of the russian store becuase they use one of the bones as the main mesh dummy, so the hierarchy is smaller, and when I try to export without a dev_model dummy it gives an error in gims. Can I export models in OFIO without a dev_model dummy?

Share this post


Link to post
Share on other sites
Alexander Blade

You still need all dummies to match the exporter hierarchy , doesn't matter what you will use - ofio or gims , it should be fine . You need only 1 propeller wdr which will be instanced 4 times in wpl .

Edited by Alexander Blade

Share this post


Link to post
Share on other sites
H1Vltg3

I understand what instancing is and how to do it in 3DS Max, but I don't know how to edit the wpl's to add instance information like you described. I see the instance ID in GIMS' wpl section, would I first have to instance an object in 3DS then assign ID's to each? I attempted to export the 4 blades with the skel from the russian store, without changing any hierarchy, only deleting the building model. It only exported in OFIO because of the "dr_" prefix, but did not animate in OpenIV or load in-game, even though the names were correct and had correct bone ID's. I also wasn't able to load an obj wdr and anim wdr together in the Animation Viewer. As I type this, I'm currently exporting the latest attempt. I imported the main ship and 4 separate blades into the store scene, replaced the building with the ship, and the fans with the blades. Then I renamed the dr_rus18x12_extra01 to dev_model, renamed the rest of the bones/models, setup materials, and exported. This only changes names, not hierarchy. OFIO gave me a material error with the multi-material this time, so I had to use GIMS. I looked into the ck_radar_tower and since it is only for one spinning object, it would have to be duplicated, which seemed like more work setting up the hierarchy again unless I can figure out this instancing in the WPL that you speak of.

Share this post


Link to post
Share on other sites
Alexander Blade

one 1 wdr - 4 entries in wpl , thats what I meant

Share this post


Link to post
Share on other sites
bircoum

Hi !
When I try to import in 3ds Max 2014 the file ck_radar_tower.onim, OFIO says "EXCEPTION: root object isn't a bone", do you know why ?

I followed this :

 

Thanks !

Share this post


Link to post
Share on other sites
Alexander Blade

In classic hierarchy manager you must select the root bone object :)

Share this post


Link to post
Share on other sites
indraCG

hi guys..

 

whenever try to export my ped model using this tool i keep getting this error

6B0EN2x.jpg

 

 

after million times trying and fail, the only way i know to make it work is by deleting the torso mesh of my character, which mean like this.
2PbsC69.png
yeah that suck ...this is really confusing me..but i see this tool can export normal map better than gims does wich are very buggy..so i really need this to be work..
anyone can tell me what is the problem, and how i can export my model properly using this tool?

thank you

 

am using max 2012 btw

Edited by indra p

Share this post


Link to post
Share on other sites
Alexander Blade

Hi , upload somewhere your *.max scene please :)

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • 3 Users Currently Viewing
    0 Members, 0 Anonymous, 3 Guests

×

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.