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[3DSMAX|REL] OpenIV openFormats I/O


Alexander Blade
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@@mukay You are trying import GTA V models, currently this script supports only GTA IV.

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  • 1 month later...
MayhemGamingYT

i get this error when trying to export obd

 

 

EXCEPTION: NAME ERROR

obd file descriptor has no valid name or descriptor is not selected

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  • 7 months later...

Hey @Alexander Blade ,

 

your dropbox link seems to be offline.

Do you have it somewhere else?

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  • 2 weeks later...
  • 3 weeks later...
EncryptedReality

Here you go :)

 

http://bit.ly/2qGyUj4

  • Like 2
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  • 1 year later...

A quick question: I want to swap the taillights and brakelights on the Landstalker, I imported the oft into 3ds max and changed the names of the parts but when I put it back into the game the lights didn't change only the corona changed. What else do I have to do?

CjHFuvg.png

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  • 1 month later...

Anyone still sneaking on this topic and can explain me how do I create and export navmeshes (.onv)?

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hello voila I would like to import an animation of a cutscene on 3ds max but I can not animate my character I need help. pls 

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On 7/1/2018 at 2:15 AM, Poulain said:

 

hello voila I would like to import an animation of a cutscene on 3ds max but I can not animate my character I need help. pls 

Join this Discord server, I got all answers you need... https://discord.gg/M32VfH2

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  • 3 months later...

Hi!

I would like to open some .odr files in Ver 165 32.

I’m  using the OFIO plug in MAX 2016 but i’m getting this error message:

Exception : not supporter odr, version 110 12 is supported only.

 

Where can I find a version OFIO that could open more recent .odr files ?

 

Thanks in advance !

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On 10/23/2018 at 3:39 PM, ToKed said:

Hi!

I would like to open some .odr files in Ver 165 32.

I’m  using the OFIO plug in MAX 2016 but i’m getting this error message:

Exception : not supporter odr, version 110 12 is supported only.

 

Where can I find a version OFIO that could open more recent .odr files ?

 

Thanks in advance !

I'm having this problem too! Still looking for something...

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  • 2 years later...
  • 2 months later...

Added new "shadow update" for this project.

https://drive.google.com/file/d/1iG4qSjsWyJu3_OVx5fRzMALnhV8rXrSH/view?usp=sharing

 

In recent weeks, I have shown an active interest in creating my maps in GTAV

and added support for exporting models (static) and collisions (static) to the project,

as well as export YTYP / YMAP files for subsequent import into OpenIV.

 

Changes:
- added export of typical static .YDR models (building, roads, terrain, etc.)
Important! Materials for GTAV are still used by IV_Drawable, BUT, only the default, decal, alpha, cutout, emissive, spec, normal_spec shaders are supported.

When using other shaders in the material after exporting the model, an error will occur when trying to import it into OpenIV.
- added export of static collisions of type .YBN, materials are used as before by IV_Collision
- Added export of .YTYP.xml files and editor of model parameters for it.
- Added export of .YMAP.xml files, as well as automatic binding of LOD levels of models and division into "streaming zones" by analogy with GTA IV.
Important!
Absolutely your entire map must be in the scene for export, including HD, LOD, SLOD1 objects. These objects must be in the same coordinates and have the following names.

MyModel (HD)
L_MyModel (LOD)
SL_MyModel (SLOD1)

- Export of Navmesh format GTA V (150x150) in the range from -3000 -3000 to 3000 3000,

which can then be placed by offset to the position you need using the CodeWalker

converter (it is important that your navmeshs do not overlap with the original ones)

 

Important! To export resources to the GTAV form, you must select the "GTA V Support" checkbox

 

Also included in this OFIO package are my various additional scripts for working with GTA maps

 

Video Tutorial

 

3buhK.jpg

 

My test card created with OFIO and OpenIV only

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Edited by MIXAZZZ


CPU: i7 4790\ MEM: 32GB ram \ GPU: NVIDIA GeForce RTX 2060 SUPER 8GB Vram \ OS: Win7 x64

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  • 2 weeks later...

Hi everyone! It took me about three weeks to complete the tools to add my map to GTA V Single Player.

During this time, I added:
- support for exporting models in YDD format (for the minimap radar in my case)
- updated NAVMESH export from OFIO, added support for navmesh segment size 150x150, with which, using VONV from CodeWalker, we set the offset of our map and get working paths of pedestrians.
- support for exporting auto paths to .XML format for further import into CodeWalker 3.0 RPF Explorer, and getting working auto paths on your map.

 

3bCvF.jpg

3bCvG.jpg

 

 

Edited by MIXAZZZ
  • Like 2


CPU: i7 4790\ MEM: 32GB ram \ GPU: NVIDIA GeForce RTX 2060 SUPER 8GB Vram \ OS: Win7 x64

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  • 2 months later...
On 3/23/2021 at 9:56 PM, MIXAZZZ said:

Hi everyone! It took me about three weeks to complete the tools to add my map to GTA V Single Player.

During this time, I added:
- support for exporting models in YDD format (for the minimap radar in my case)
- updated NAVMESH export from OFIO, added support for navmesh segment size 150x150, with which, using VONV from CodeWalker, we set the offset of our map and get working paths of pedestrians.
- support for exporting auto paths to .XML format for further import into CodeWalker 3.0 RPF Explorer, and getting working auto paths on your map.

 

3bCvF.jpg

3bCvG.jpg

 

 

А будешь пилить полноценную поддержку odr/otd и прочей хрени с gta v ? Хочется забыть лагучий GIMS как страшный сон. А лучше вообще что-то написать для импорта xml из CodeWalker чтобы больше не возиться с дурацким OpenFormat.

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Do you plan on adding support for GTA V fragments e.g. skeletons and vehicles? It's a bit of a bummer that ZModeler 3's the only tool for those things.

  • Like 1
76561198000404928.png

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  • 2 weeks later...
On 6/22/2021 at 3:46 AM, lpgunit said:

Do you plan on adding support for GTA V fragments e.g. skeletons and vehicles? It's a bit of a bummer that ZModeler 3's the only tool for those things.

First, you need OpenIV to be able to export OpenFormat for yft, and then ask about this.

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On 7/1/2021 at 4:39 PM, MARK2580 said:

First, you need OpenIV to be able to export OpenFormat for yft, and then ask about this.

Hmm yeah, fair enough.

76561198000404928.png

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  • 9 months later...

Hi ı have a problem with cutscene player head animation.I can set all animation on characters but when ı set player head aniamtions on characters it's saying this:unsupported onim block type 21 please help me. it's on GTA 4 Animation

Edited by SametSayar
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  • 7 months later...
galstyandavid98

Hi, I am trying to import gta4 player anims(custom anims from spiderman mod) to 3ds Max but when the size is bigger (~2mb and more) I get "EXCEPTION: channel end expected". Can someone help me with this?
 

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  • 1 month later...

Hi everybody. I publish new updates for IFIO with support for GTA V formats.

After some time, I returned to modding and improved some points in the scripts, + added additional ones.

- added conversion of material types of collisions IV -> V
- fixed map export .ymap
- added procedural grass export (GrassInstanceList section in ymap)
- added a collection of useful scripts for studying gta structures, developing mods and speeding up some actions in the process of creating mods.

 

Download Update OFIO and Modding Script Pack v 23.01.2023

or

Download my MegaModdingScriptPack (ofio included)

 

--------------

 

My last test in the game.

 

 

 

  • Like 1


CPU: i7 4790\ MEM: 32GB ram \ GPU: NVIDIA GeForce RTX 2060 SUPER 8GB Vram \ OS: Win7 x64

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Instructions for arranging and exporting GTA V procedural grass.

 

spacer.png

 

1. Import one or more procedural grass models into 3dsmax from the game (\x64i.rpf\levels\gta5\props\procedural\v_proc1.rpf)

 

2. Use the Deniska script.
Select your terrain model to scatter the grass over (it must have absolute coordinates in the game), specify it as 'distribution object', set the scatter mesh parameters.

Then press 'DO IT'

At the end of scattering in the 'PLACER' rollout, disable the 'use baunding box' checkbox and press 'GO'

 

3. Enter a filename in my script, select your generated grass models and click on the 'Export Data' button if you have one type of grass model, if there are several, click on 'Export Data Mass'

 

4. Import the resulting xml file into the archive with the content of your mod using OpenIV or CodeWalker RPF Viewer

 

5. Register your grass files in manifest in the archive with your content, example:

 

Quote

<imapDependencies_2>
    <Item>
      <imapName>grass</imapName>
      <manifestFlags/>
      <itypDepArray>
        <Item>v_proc1</Item>
      </itypDepArray>
    </Item>
  </imapDependencies_2>

 

Scene Samplers

Download

Edited by MIXAZZZ


CPU: i7 4790\ MEM: 32GB ram \ GPU: NVIDIA GeForce RTX 2060 SUPER 8GB Vram \ OS: Win7 x64

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31 minutes ago, MIXAZZZ said:

Hi everybody. I publish new updates for IFIO with support for GTA V formats.

After some time, I returned to modding and improved some points in the scripts, + added additional ones.

- added conversion of material types of collisions IV -> V
- fixed map export .ymap
- added procedural grass export (GrassInstanceList section in ymap)
- added a collection of useful scripts for studying gta structures, developing mods and speeding up some actions in the process of creating mods.

 

Download Update OFIO and Modding Script Pack v 23.01.2023

or

Download my MegaModdingScriptPack (ofio included)

....

 

 

For those who want to learn maxscript and improve modding, or improve ofio, I advise you to look into the catalog
'MaxScript\gtaModdingUtils\CustomScripts'

 

Additional utilities, including those for GTA V, are located in the 'MaxScript\gtaModdingUtils' directory

 

spacer.png

 

Attention! If you want to create maps for GTA V and use my export scripts, you will have to follow the rules of the scripting system.

All models must be placed in the scene for export, without a proxy in the form of a dummy, otherwise the calculation of the Bounding Box will be incorrect.

The very sequence of LOD levels for each model is as follows.

name_model (high quality [LODTYPES_DEPTH_HD])
L_name_model(LOD[LODTYPES_DEPTH_LOD])
SL_name_model (superLOD 1[LODTYPES_DEPTH_SLOD1])

I will try to record a video tutorial on exporting a map from 3dsmax soon.

 

If you have any questions about the script, please contact me.

 

Edited by MIXAZZZ


CPU: i7 4790\ MEM: 32GB ram \ GPU: NVIDIA GeForce RTX 2060 SUPER 8GB Vram \ OS: Win7 x64

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  • 2 weeks later...
Jooooabiiii

Pls update Scripthook pls

 

@Alexander Blade Pls update bro sorry that i write it there but i am wating Days and theres no way to dm you

 

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  • Like 2


CPU: i7 4790\ MEM: 32GB ram \ GPU: NVIDIA GeForce RTX 2060 SUPER 8GB Vram \ OS: Win7 x64

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  • 3 weeks later...
On 2/9/2023 at 1:54 PM, MIXAZZZ said:

 

озвучка топ

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