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[3DSMAX|REL] OpenIV openFormats I/O


Alexander Blade

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Try gims , see if it's the same there

 

 

 

 

 

I can get the rigging to work properly on GIMS EVO Max Payne 3 on my laptop, but the ofio rigging doesn't work on there either... but as I say it seems to work on 3ds MAX 2012...

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  • 2 weeks later...

How does it look on the .*yft port, could you update us on this, Alexander?

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  • 2 weeks later...

I always get this render issue when I export my model back into the game even without editing it.

 

I use 3ds max 2010 (32 Bit) and the latest openFormats I/O, should I upgrade to 2012 if it's possible and if not, jump over to 3ds max 2016 (student)?

 

At the moment there is no alternative because I can't find a download link for Gims IV Evo and zmodeler2 is confusing.

 

Schafter_bug_render.png

Edited by Nayrox
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Alexander Blade

It was written in this topic for a few times already , this issue is caused because of smoothing groups attach and detach , it breaks some normals , this is the only way 3dsmax can import models and export them after , if this isn't performed exported models won't have visible edges .

 

I always get this render issue when I export my model back into the game even without editing it.

I use 3ds max 2010 (32 Bit) and the latest openFormats I/O, should I upgrade to 2012 if it's possible and if not, jump over to 3ds max 2016 (student)?

At the moment there is no alternative because I can't find a download link for Gims IV Evo and zmodeler2 is confusing.

Schafter_bug_render.png

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So GIMS EVO has the same issue?

 

Then I try to learn zmodeler2, there I imported and exported my model back into the game without breaking the schafter3's model

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Ahh, thanks! That was the issue. I didn't know there were user defined parameters involved and I didn't know where to look for them but I found them.

 

Now I have the problem that all the edges are smoothed after exporting even though it looks fine in 3ds Max:

ZRSZf3w.jpg

(it's a model simply for testing)

 

I will try it with other models.

 

Edit: Same happens with a simple cube. :(

Edit 2: Fixed it. It was a problem with my mesh importing method.

 

 

It was written in this topic for a few times already , this issue is caused because of smoothing groups attach and detach , it breaks some normals , this is the only way 3dsmax can import models and export them after , if this isn't performed exported models won't have visible edges .

 

I always get this render issue when I export my model back into the game even without editing it.

 

I use 3ds max 2010 (32 Bit) and the latest openFormats I/O, should I upgrade to 2012 if it's possible and if not, jump over to 3ds max 2016 (student)?

 

At the moment there is no alternative because I can't find a download link for Gims IV Evo and zmodeler2 is confusing.

 

Schafter_bug_render.png

 

You need to split smoothing groups into separate elements, for this reason I wrote a max script (note: your model must be converted to Editable Poly !):

/*!-------------------------------------------------------------------------------------------------------------------- * @file split smoothing groups into elements * @details File contains split smoothing groups to elements function realisation. * @author Tank * @copyright * @version 1.0 * @date 28.08.2015 *--------------------------------------------------------------------------------------------------------------------- */global groupIDsUsed = #()fn processSelection tmesh = (	try 	(		local faceCount = tmesh.getNumFaces()		for f = 1 to faceCount  do 		(			local groupID  = (polyop.getFaceSmoothGroup tmesh f)			appendIfUnique groupIDsUsed groupID		)		for g = 1 to groupIDsUsed.count do 		(			local faceGroup = #()			for i = 1 to faceCount do			(				local polygonGroupID  = (polyop.getFaceSmoothGroup tmesh i) as integer				if polygonGroupID == (groupIDsUsed[g] as integer) do				(					append faceGroup i				)			)			polyop.detachFaces tmesh faceGroup asNode:false		)		messageBox "Done !" title:"Information"	)	catch	(		print "Could not split smoothing groups into elements."	))rollout spl "Split tool" width:176 height:104(	button 'btn1' "Split Groups Into Elements" pos:[22,24] width:140 height:58 align:#left tooltip:"Split Polygon Smoothing Groups Into Elements"	on btn1 pressed do	(		clearListener()		sl = $selection		if sl.count > 0 do 		(			processSelection sl[1]		)			))createDialog spl
Edited by tank1
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Save to _yourfilename.ms in scripts/startup folder.

HHnErXC.png


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I got an Error "Exception: unknown bound type for wheel_rf_1"

 

I import the oft model, select the whole car with the mouse -> convert to:editable poly ->Use the split tool -> select ft_schafter -> OFT export Single

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Is there a way to export a .wft in zmodeler2 to 3dsmax, then edit it and import it back into zmodeler to export it into .wft without errors ?

 

If not could someone suggest me a guide/tutorial how to work with zmodeler, at the moment the only thing I managed is swapping the wheels from the merit to the schafter3 or is there an official zmodeler thread where I can ask my questions ? :D

Edited by Nayrox
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  • 3 weeks later...

Hey there, I'm new to GTA modding. I've tried to use OpenFormats I/O to export my car, but I get the following error:

 

Exception: FRAGMENT ERROR

 

unknown type for fragments

 

 

Googling only gives 1 result and the answer is poorly formulated. I've no documentation or guidelines to give me any direction to what the cause of this might be. Does anyone have any idea?

 

I'm using 3ds max 2015 (Student edition), linked all hierarchy as it's supposed to including the *_1 parts. I'm not entirely sure about the materials I'm supposed to use as I've no documentation etc. All I've applied so far is only a .dds texture and the "Car paint" material.

 

It's a custom model replacing an existing car. But exporting the original works fine, even after editing it.

Edited by erathia
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Alexander Blade

Check the user props for some imported original vehicle and yours .

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Check the user props for some imported original vehicle and yours .

 

With props do you mean properties? Because in that case I'm not sure what or how to check (it).

 

This is all I get from running the MaxScript:

 

oLm6rah.jpg

 

Would you mean something like Object properties > User defined?

Edited by erathia
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Alexander Blade

Yes , user defined props

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Yes , user defined props

 

Nope, I've quadruple checked everything. I've assigned all scene materials to the objects but it still gives me the same error.

 

 

dumping ft_virgo#("gta_vehicle_vehglass.sps", "vehicle_generic_glasswindows2", "1.00000000;1.00000000;1.00000000", "180.00000000", "0.15000000", "1.00000000;0.00000000;0.00000000", "1.00000000", "vehicle_generic_glassdirt", "vehicle_generic_smallspecmap")#("gta_vehicle_lightsemissive.sps", "virgo_lights", "1.00000000;1.00000000;1.00000000", "3.50000000", "0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000;0.00000000", "200.00000000", "1.50000000", "1.00000000;0.00000000;0.00000000", "0.50000000", "vehicle_genericmud_car", "Vehicle_generic_smallspecmap")#("gta_vehicle_badges.sps", "virgo_badges", "2.00000000;5.00000000;5.00000000", "200.00000000", "1.00000000", "1.00000000;0.00000000;0.00000000", "1.00000000;0.00000000;0.00000000;0.00000000", "1.00000000", "virgo_badges_n", "vehicle_generic_smallspecmap")#("gta_vehicle_mesh.sps", "vehicle_generic_detail2", "2.00000000;5.00000000;5.00000000", "100.00000000", "1.00000000", "1.00000000;0.00000000;0.00000000", "0.45000000", "vehicle_genericmud_car", "vehicle_generic_detail2_normal", "vehicle_generic_detail_spec")#("gta_vehicle_tire.sps", "vehicle_generic_tyrewallblack", "2.00000000;5.00000000;5.00000000", "50.00000000", "2.00000000", "1.00000000;0.00000000;0.00000000", "1.00000000", "vehicle_generic_tyrewall_dirt", "vehicle_generic_tyrewall_normal", "vehicle_generic_tyrewall_spec")#("gta_vehicle_lights.sps", "vehicle_generic_glasswindows2", "1.00000000;1.00000000;1.00000000", "200.00000000", "1.50000000", "1.00000000;0.00000000;0.00000000", "1.00000000", "vehicle_generic_glassdirt", "vehicle_generic_smallspecmap")#("gta_vehicle_paint1.sps", "vehicle_generic_smallspecmap", "2.00000000;1.00000000;1.00000000", "180.00000000", "0.15000000", "1.00000000;0.00000000;0.00000000", "40.00000000;0.00000000;0.00000000;0.00000000", "1.70000000;0.00000000;0.00000000;0.00000000", "0.45000000", "vehicle_genericmud_car", "Vehicle_generic_smallspecmap")#("gta_vehicle_shuts.sps", "vehicle_generic_doorshut", "2.00000000;1.00000000;1.00000000", "180.00000000", "0.30000000", "1.00000000;0.00000000;0.00000000", "0.20000000", "vehicle_generic_doorshut_normal", "Vehicle_generic_smallspecmap")#("gta_vehicle_paint2.sps", "vehicle_generic_smallspecmap", "2.00000000;2.00000000;2.00000000", "180.00000000", "0.15000000", "1.00000000;0.00000000;0.00000000", "40.00000000;0.00000000;0.00000000;0.00000000", "1.70000000;0.00000000;0.00000000;0.00000000", "0.45000000", "vehicle_genericmud_car", "Vehicle_generic_smallspecmap")#("gta_vehicle_interior2.sps", "virgo_interior", "2.00000000;5.00000000;5.00000000", "0.00100000", "0.00100000", "1.00000000;0.00000000;0.00000000", "1.00000000", "vehicle_generic_smallspecmap")EXPORT ERROR !
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Alexander Blade

it throws this error if some object in fragment hierarchy has incorrect type user prop

should be one of these:

 

bone

common_mesh

fragment_group

fragment_child

boundbox

boundsphere

boundcapsule

boundcurvedgeometry

boundgeometry

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it throws this error if some object in fragment hierarchy has incorrect type user prop

should be one of these:

 

bone

common_mesh

fragment_group

fragment_child

boundbox

boundsphere

boundcapsule

boundcurvedgeometry

boundgeometry

 

Ah, I managed to fix it. There were two tiny meshes that I didn't check. My apologies and thank you at the same time!

 

My model shows up invisible in OpenIV though, could that be because of the other meshes? I've only a High res of my model at the moment, the others are Med and L versions of an existing model. The size is close to the other model (Just slightly bigger), could it be the materials? Nothing shows up as far as I can see. Not even in edged mode.

Edited by erathia
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Alexander Blade

Upload your exported files (.oft + others) somewhere

 

 

it throws this error if some object in fragment hierarchy has incorrect type user prop

should be one of these:

 

bone

common_mesh

fragment_group

fragment_child

boundbox

boundsphere

boundcapsule

boundcurvedgeometry

boundgeometry

 

Ah, I managed to fix it. There were two tiny meshes that I didn't check. My apologies and thank you at the same time!

 

My model shows up invisible in OpenIV though, could that be because of the other meshes? I've only a High res of my model at the moment, the others are Med and L versions of an existing model. The size is close to the other model (Just slightly bigger), could it be the materials? Nothing shows up as far as I can see. Not even in edged mode.

 

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Has anyone got any idea why my whole mesh is shifted from the regular Z-axis?

 

PxKhblj.jpg

 

Even the mesh seems to be mirrored horizontally.

 

I removed all the _low and _med parts, but it remains the same. I only moved a few bones (Windows and the like), and suddenly it was like this..

Edited by erathia
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  • 4 weeks later...
Tonicipriani142

Hey, I have a problem with Export ODR. I am modifying Niko's head, I convert the materials to iv drawable, but the mesh... I don't know...

*Here is my character's head and the error

gtaiv_mx2_zpsu4cg6gkl.png

What? what parameter? HELP!!!

NOTE: The head is an skinned editable mesh

gtaiv_mx3_zpsmzdllvbi.png

Edited by Tonicipriani142
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Alexander Blade
Tonicipriani142

Is type param in the mesh user defined settings present ?

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Tonicipriani142

Is type param in the mesh user defined settings present ?

 

How can i check that?

 

 

Right click the object > properties. It's under the "User defined" tab. Try copying the exact data as which was present for the previous model (the one you're replacing or now editing)

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Tonicipriani142

 

 

Tonicipriani142

Is type param in the mesh user defined settings present ?

 

How can i check that?

 

 

Right click the object > properties. It's under the "User defined" tab. Try copying the exact data as which was present for the previous model (the one you're replacing or now editing)

 

^-^ Thanks!

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  • 1 month later...

I'm having some difficulties playing back an animation within 3ds max 2013. The animation in question is OpenIV\Eflc\TBoGT\pc\anim\anim.img\missdanceoff.wad\alpha_dance_loop with the model superlod. The tools seem to work fine, but when I import the animation the playback is glitched and no longer matches the in-game animation or OpenIV animation playback. I've tried it on other ped models but so far they seem to have the same result. I've uploaded a webm to show my issue. http://a.pomf.cat/tlllpn.webm

 

I am doing the following steps in 3ds Max 2013. I import the superlod model. I select the joint 'Char' in the schematic view and then I import the animation alpha_dance_loop. I hope this information helps.

Thank you.

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BMWSauberF1.08

Try to use an older max version.

Since the 2013 version, Autodesk seems to have screwed something on animations

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Thanks for the quick response JohnnyK. I tried to reproduce my steps with 3ds Max 8 and it did solve the issue with the model rig, but unfortunately I am still having issues trying to playback the animation within Max. The animation appears to wobble randomly compared to the original animation (as seen here http://a.pomf.cat/wlfqec.webm) I believe joint dr_head_000_r is being applied an incorrect translation multiplier. The rotations are accurate but the translation information is over exaggerated.

Edited by shrilo
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  • 3 weeks later...

I am not sure what I am doing wrong, I am fairly inexperienced with 3ds Max.

 

So I tried to import a gta 4 car model with .oft format, it loaded up fine minus textures. So I got a .otd texture file in the same directory as well, but I am not sure how to get textures loaded.

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  • 6 months later...

i'm working with openiv 2.8, exported models from my gtaV installation and get version conflict with the ofio scripts in 3DS Max.

Version of models are 165 30

Version of script requires 110 12

 

Is this script outdated? Where are the specs for this openformat? Is there a workaround?

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