Yaffles 1 Posted March 4, 2015 Share Posted March 4, 2015 (edited) Good One! THX! Edited March 4, 2015 by Yaffles Link to post Share on other sites
Alexander Blade 1,424 Posted March 15, 2015 Author Share Posted March 15, 2015 (edited) updated , bone Index property is calculated automatically now , old scenes are compatible Edited March 15, 2015 by Alexander Blade buzzbass 1 Link to post Share on other sites
DasMatze 3 Posted April 9, 2015 Share Posted April 9, 2015 Hi! First of all thank you for these great scripts! I am new to GTA modding and want to give mapping a try. I tried numerous times to export a simple, static mesh as a drawable but I only get an "EXCEPTION: MESH ERROR - dr_test_mesh type parameter is not drawable". I have a dummy called dr_test and a connected mesh called dr_test_mesh. The mesh has the iv_drawable_material applied and a texture is selected. I read the help file but I have no idea what's wrong. Link to post Share on other sites
Alexander Blade 1,424 Posted April 9, 2015 Author Share Posted April 9, 2015 Object's user props are not set , import some drawable and see what user props look like for each scene object . Hi! First of all thank you for these great scripts!I am new to GTA modding and want to give mapping a try. I tried numerous times to export a simple, static mesh as a drawable but I only get an "EXCEPTION: MESH ERROR - dr_test_mesh type parameter is not drawable". I have a dummy called dr_test and a connected mesh called dr_test_mesh. The mesh has the iv_drawable_material applied and a texture is selected. I read the help file but I have no idea what's wrong. Link to post Share on other sites
DasMatze 3 Posted April 9, 2015 Share Posted April 9, 2015 (edited) 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: (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. Edited April 10, 2015 by DasMatze Link to post Share on other sites
Rented 3,444 Posted April 18, 2015 Share Posted April 18, 2015 I have a slight problem, whenever I import a ped it messes up the skinning. However I am not sure if it's the tools fault as I have the same problem with KAM's Script when importing SA peds... As soon as I import it the rigging is F-ed up Link to post Share on other sites
edwardh 0 Posted August 8, 2015 Share Posted August 8, 2015 (edited) I have a slight problem, whenever I import a ped it messes up the skinning. However I am not sure if it's the tools fault as I have the same problem with KAM's Script when importing SA peds... As soon as I import it the rigging is F-ed up Having exactly the same problem here. Someone must have some sort of idea? It just skins the mesh with all the bones in the skeleton and not rigged properly. Edit: the rigging works on 3ds MAX 2012. Must be something to do with the different versions. Edited August 8, 2015 by edwardh Link to post Share on other sites
Alexander Blade 1,424 Posted August 8, 2015 Author Share Posted August 8, 2015 Try gims , see if it's the same there I have a slight problem, whenever I import a ped it messes up the skinning. However I am not sure if it's the tools fault as I have the same problem with KAM's Script when importing SA peds... As soon as I import it the rigging is F-ed up Having exactly the same problem here. Someone must have some sort of idea? It just skins the mesh with all the bones in the skeleton and not rigged properly. Link to post Share on other sites
edwardh 0 Posted August 8, 2015 Share Posted August 8, 2015 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... Link to post Share on other sites
Alvarez 8,412 Posted August 18, 2015 Share Posted August 18, 2015 How does it look on the .*yft port, could you update us on this, Alexander? Link to post Share on other sites
Nayrox 88 Posted August 26, 2015 Share Posted August 26, 2015 (edited) 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. Edited August 26, 2015 by Nayrox Link to post Share on other sites
Alexander Blade 1,424 Posted August 26, 2015 Author Share Posted August 26, 2015 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. Link to post Share on other sites
Nayrox 88 Posted August 28, 2015 Share Posted August 28, 2015 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 Link to post Share on other sites
tank1 52 Posted August 29, 2015 Share Posted August 29, 2015 (edited) 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: (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. 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 April 26, 2017 by tank1 Link to post Share on other sites
Nayrox 88 Posted August 30, 2015 Share Posted August 30, 2015 Thanks but how can we use your script? Link to post Share on other sites
_CP_ 9,651 Posted August 30, 2015 Share Posted August 30, 2015 Save to _yourfilename.ms in scripts/startup folder. Link to post Share on other sites
Nayrox 88 Posted August 30, 2015 Share Posted August 30, 2015 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 Link to post Share on other sites
Nayrox 88 Posted August 31, 2015 Share Posted August 31, 2015 (edited) 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 ? Edited August 31, 2015 by Nayrox Link to post Share on other sites
erathia 1 Posted September 22, 2015 Share Posted September 22, 2015 (edited) 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 September 22, 2015 by erathia Link to post Share on other sites
Alexander Blade 1,424 Posted September 22, 2015 Author Share Posted September 22, 2015 Check the user props for some imported original vehicle and yours . Link to post Share on other sites
erathia 1 Posted September 22, 2015 Share Posted September 22, 2015 (edited) 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: Would you mean something like Object properties > User defined? Edited September 22, 2015 by erathia Link to post Share on other sites
Alexander Blade 1,424 Posted September 22, 2015 Author Share Posted September 22, 2015 Yes , user defined props Link to post Share on other sites
erathia 1 Posted September 23, 2015 Share Posted September 23, 2015 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 ! Link to post Share on other sites
Alexander Blade 1,424 Posted September 23, 2015 Author Share Posted September 23, 2015 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 Link to post Share on other sites
erathia 1 Posted September 25, 2015 Share Posted September 25, 2015 (edited) 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 September 25, 2015 by erathia Link to post Share on other sites
Alexander Blade 1,424 Posted September 25, 2015 Author Share Posted September 25, 2015 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. Link to post Share on other sites
erathia 1 Posted September 26, 2015 Share Posted September 26, 2015 Upon trying to import my exported model I get: "EXCEPTION: Unknown bound element { " Is there a way to debug the errors, as the listener doesn't show any information. http://www.mediafire.com/download/6j5ibhp5jloqzb5/Test.7z Link to post Share on other sites
erathia 1 Posted September 30, 2015 Share Posted September 30, 2015 (edited) Has anyone got any idea why my whole mesh is shifted from the regular Z-axis? 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 October 2, 2015 by erathia Link to post Share on other sites
Tonicipriani142 0 Posted October 25, 2015 Share Posted October 25, 2015 (edited) 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 What? what parameter? HELP!!! NOTE: The head is an skinned editable mesh Edited October 25, 2015 by Tonicipriani142 Link to post Share on other sites
Alexander Blade 1,424 Posted October 25, 2015 Author Share Posted October 25, 2015 Tonicipriani142Is type param in the mesh user defined settings present ? Link to post Share on other sites