angahjee Posted April 3, 2014 Share Posted April 3, 2014 (edited) . Edited April 5, 2014 by angahjee Link to comment Share on other sites More sharing options...
Alexander Blade Posted April 5, 2014 Author Share Posted April 5, 2014 upload your scene somewhere Link to comment Share on other sites More sharing options...
Limiter Posted April 8, 2014 Share Posted April 8, 2014 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, Link to comment Share on other sites More sharing options...
Alexander Blade Posted April 10, 2014 Author Share Posted April 10, 2014 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 Frank.s 1 Link to comment Share on other sites More sharing options...
Limiter Posted April 10, 2014 Share Posted April 10, 2014 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, Link to comment Share on other sites More sharing options...
Alexander Blade Posted April 12, 2014 Author Share Posted April 12, 2014 Not exactly like gims , but the effect should be the same Link to comment Share on other sites More sharing options...
Limiter Posted April 13, 2014 Share Posted April 13, 2014 May I ask, which one will look better? Link to comment Share on other sites More sharing options...
Alexander Blade Posted April 18, 2014 Author Share Posted April 18, 2014 updated Frank.s 1 Link to comment Share on other sites More sharing options...
Frank.s Posted April 18, 2014 Share Posted April 18, 2014 (edited) YES! Great. Downloading and testing now. Edited April 18, 2014 by Frank.s Link to comment Share on other sites More sharing options...
Frank.s Posted April 18, 2014 Share Posted April 18, 2014 (edited) Taking baby steps first, just a simple bm_nytraflite6d.wft edit, will move on to testing custom objects/vehicles soon. https://mega.co.nz/#!bl5VmbzQ!u3Quj7F70p3y2Z_pHR5DM0WFsZIfy_CpsUjrg7l9l48 Edited April 18, 2014 by Frank.s lpgunit 1 Link to comment Share on other sites More sharing options...
_CP_ Posted April 18, 2014 Share Posted April 18, 2014 Current .oft import/export supports breakable damages? Link to comment Share on other sites More sharing options...
MIXAZZZ Posted April 18, 2014 Share Posted April 18, 2014 yes. All options. Frank.s 1 CPU: i7 4790\ MEM: 32GB ram \ GPU: NVIDIA GeForce RTX 2060 SUPER 8GB Vram \ OS: Win7 x64 Link to comment Share on other sites More sharing options...
Alexander Blade Posted April 18, 2014 Author Share Posted April 18, 2014 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 Frank.s and lpgunit 2 Link to comment Share on other sites More sharing options...
Frank.s Posted April 18, 2014 Share Posted April 18, 2014 (edited) I spent the last 2 and a half hours creating the hierarchy + object Properties for a 31-chunk breakable doge-object. 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 April 19, 2014 by Frank.s Link to comment Share on other sites More sharing options...
indraCG Posted April 19, 2014 Share Posted April 19, 2014 tried to import a ped oft and i got this : help? Link to comment Share on other sites More sharing options...
lpgunit Posted April 19, 2014 Share Posted April 19, 2014 Whittled this one up out of boredom: Well, of course this is mostly a test, but I'll work on the rest of the scooter later. Frank.s 1 Link to comment Share on other sites More sharing options...
Frank.s Posted April 19, 2014 Share Posted April 19, 2014 (edited) Bug! i have set iv_drawable_material as the visible mesh's material but when exporting the script says it isn't Max9 File: https://mega.co.nz/#!2wxDUTAC!QeVSzJ84gN7AQu89bzLrYkqLGxINWwoEiS3qSnVsk7Y Edited April 19, 2014 by Frank.s Link to comment Share on other sites More sharing options...
lpgunit Posted April 19, 2014 Share Posted April 19, 2014 (edited) 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 April 19, 2014 by lpgunit Link to comment Share on other sites More sharing options...
MIXAZZZ Posted April 19, 2014 Share Posted April 19, 2014 indra, ped's oft not supported Frank.s, maybe you have the wrong stuff on one of the polygons, I'll check the scene. CPU: i7 4790\ MEM: 32GB ram \ GPU: NVIDIA GeForce RTX 2060 SUPER 8GB Vram \ OS: Win7 x64 Link to comment Share on other sites More sharing options...
GooD-NTS Posted April 19, 2014 Share Posted April 19, 2014 How to import/export GTA IV/EfLC vehicles models to 3Ds Max [OpenIV/openFormats/OFIO] ALMOST610 and Alexander Blade 2 Link to comment Share on other sites More sharing options...
indraCG Posted April 19, 2014 Share Posted April 19, 2014 Too bad...I hope you guys will make this work for ped's oft soon... lpgunit 1 Link to comment Share on other sites More sharing options...
Alexander Blade Posted April 19, 2014 Author Share Posted April 19, 2014 (edited) 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 April 19, 2014 by Alexander Blade Link to comment Share on other sites More sharing options...
indraCG Posted April 19, 2014 Share Posted April 19, 2014 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.. Link to comment Share on other sites More sharing options...
Alexander Blade Posted April 19, 2014 Author Share Posted April 19, 2014 (edited) indra. there is no point of bounds at all until you will remake all anims Edited April 19, 2014 by Alexander Blade Link to comment Share on other sites More sharing options...
indraCG Posted April 19, 2014 Share Posted April 19, 2014 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? Link to comment Share on other sites More sharing options...
MIXAZZZ Posted April 19, 2014 Share Posted April 19, 2014 you can do it in a notepad, openFormat has text data, open .skel file and replace the values of the bone position. CPU: i7 4790\ MEM: 32GB ram \ GPU: NVIDIA GeForce RTX 2060 SUPER 8GB Vram \ OS: Win7 x64 Link to comment Share on other sites More sharing options...
Alexander Blade Posted April 19, 2014 Author Share Posted April 19, 2014 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 Link to comment Share on other sites More sharing options...
indraCG Posted April 19, 2014 Share Posted April 19, 2014 (edited) 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 April 19, 2014 by indra. Link to comment Share on other sites More sharing options...
Frank.s Posted April 19, 2014 Share Posted April 19, 2014 (edited) 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. Edited April 19, 2014 by Frank.s Link to comment Share on other sites More sharing options...
MIXAZZZ Posted April 19, 2014 Share Posted April 19, 2014 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. Frank.s 1 CPU: i7 4790\ MEM: 32GB ram \ GPU: NVIDIA GeForce RTX 2060 SUPER 8GB Vram \ OS: Win7 x64 Link to comment Share on other sites More sharing options...
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