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[3DSMAX|REL] OpenIV openFormats I/O


Alexander Blade
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Alexander Blade

upload your scene somewhere :)

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Hey Alexander,

 

Does it turn out that there is a bug in normals for the latest iteration of OFIO? if so, when can the fix be expected. :)

 

Thanks,

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Alexander Blade

There is no bug in normals , bug was in tangents , so if you are using shader that uses tangents material will be shown incorrectly , in my dev version it's fixed , it will be released soon

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Hi Alexander,

 

Thanks for the hard work you are putting into this awesome tool. By the time the new release come out, will all these issues depicted in screenshots above all be fixed?

 

Will everything to do with normals/tangents be gone by then? (Like GIMS)?

 

I use your tool because of its flexibility with a wide range of 3DS Max version.

 

Thanks,

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Alexander Blade

Not exactly like gims , but the effect should be the same

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Alexander Blade
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YES! Great. :^:

Downloading and testing now.

Edited by Frank.s
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Current .oft import/export supports breakable damages?

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Alexander Blade

I think that we had covered everything that can be inside of the fragments , but there are some objects in the game like some of the traffic lights , which have additional rotations using bone orients , so this objects will be imported incorrectly as much as shown in open iv viewer

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mrtaX.jpg

 

 

I spent the last 2 and a half hours creating the hierarchy + object Properties for a 31-chunk breakable doge-object. :lol:

 

Painstakingly creating the hierarchy from scratch and studying existing wft hierarchys and settings and such, then i exported it and it didn't bloody work in-game. :(

I realised that i f*cked up the hierarchy and i have to do all this again from the start.

 

 

I was doing:

 

asdfasdf (dummy)

________chunk_1 (visible mesh)

________chunk_1 (collision poly or box)

________chunk_2 (visible mesh)

________chunk_2 (collision poly or box)

________frag_group_all (dummy)

____________________frag_child_chunk_1 (dummy)

____________________frag_child_chunk_2 (dummy)

 

When it should be:

 

chunk_1 (dummy)

________chunk_1 (visible mesh)

________chunk_1 (collision poly or box)

________________frag_group_chunk_1 (dummy)

___________________________________frag_child_chunk_1 (dummy)

 

chunk_2 (dummy)

________chunk_2 (visible mesh)

________chunk_2 (collision poly or box)

________________frag_group_chunk_2 (dummy)

___________________________________frag_child_chunk_2 (dummy)

 

 

- i think this is more likely to work based on IV's breakables like fire hydrant etc

 

Gonna try this again tomorrow with a simpler 2/3/4/5 chunk breakable. :)

Edited by Frank.s
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Whittled this one up out of boredom:

2zg7odw.png

 

Well, of course this is mostly a test, but I'll work on the rest of the scooter later. :)

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Not sure if this is OT, but my character's shadow isn't showing up whenever I get in the scooter I made. Was it because I used the gta_vehicle_interior2 shader?

 

EDIT: NVM, it's still the same.

Edited by lpgunit
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indra, ped's oft not supported

 

Frank.s, maybe you have the wrong stuff on one of the polygons, I'll check the scene.

 

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How to import/export GTA IV/EfLC vehicles models to 3Ds Max [OpenIV/openFormats/OFIO]




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Alexander Blade

indra.

I'm not getting why you need ped bounds , there are lots of peds with different bound sets

 

Frank.s

just look into the user props of you child bounds

Edited by Alexander Blade
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indra.

I'm not getting why you need ped bounds , there are lots of peds with different bound sets

 

 

let say i want to make a giant ped,or ped with very long legs..of course i will need to edit the bone position to do that..

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Alexander Blade

indra.

there is no point of bounds at all until you will remake all anims

Edited by Alexander Blade
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sorry.. i dont understand...is that mean, even if i can make a custom ped bone i still need to edit all animation to make it work? could you explain what "bounds" is?

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you can do it in a notepad, openFormat has text data, open .skel file and replace the values ​​of the bone position.

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Alexander Blade

sorry.. i dont understand...is that mean, even if i can make a custom ped bone i still need to edit all animation to make it work? could you explain what "bounds" is?

ped fragments have only bounds inside , all bone cords and rotations are being duplicated almost everywhere what game uses for peds - wdd (main ped parts) , wdr (clothes mostly) , wft (bounds only) and in every ped anim , it's not really possible to change one ped bone related stuff without changing lots of other things

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sounds so complicated...so i will never can expect ped with custom bones in gtaIV? ...

i thought the ped bone are only in ped's wft ...just like the player.dff in gta sa...

Edited by indra.
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Indra, Player ped skeleton editing is probably much easier than ped skeleton editing because the player just uses one unique skeleton afaik.

 

Alexander/Mixazzz/anyone who can, could someone make a max script that does this:

 

1) user selects their breakable objects parts (4 fragments would equal = 8 objects, 4 collision poly and 4 visible mesh)

2) then script creates root bone and anchors it to the ground (similar to how many IV wft objects work like fire hydrant etc.)

3) then script creates dummys, bones, hierarchy, sets all object properties on fragment objects/bones/dummys (no need for user input, force script to use a default value for weight and uproot limit etc. and this can be changed to more appropriate settings by the user later)

4) then the script tests collision models for bugs and tessellates if necessary

5) Done.

Would that be possible?

 

 

Using this hierarchy, no special dependencies.

8IHtk.jpg

Edited by Frank.s
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Rather not. OFIO designed specifically for handmade, all moments to bilding must make himself the creator of the content. Error messages are displayed only for the key points.


What you have to offer - it's too much code, and as a consequence of reduced productivity. What you want - is the realization GIMS Evo, but it is not known when it will release.


OFIO - hardcore modding, completely handmade.

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