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[3DSMAX|REL] OpenIV openFormats I/O


Alexander Blade

Recommended Posts

 

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

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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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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  • 1 month later...

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...
  • 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...

 

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

3bugG.jpg

3bugH.jpg

3bugJ.jpg

3bugK.jpg

3bugL.jpg

3bugM.jpg

3bugN.jpg

3bugP.jpg

Edited by MIXAZZZ
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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
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