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[3DSMAX|REL] OpenIV openFormats I/O


Alexander Blade

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please show some examples comparing to GIMS , also upload GIMS scene plz

Edited by Alexander Blade
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comparison :

 

8pthaPP.jpg

 

 

with the new ofio, normal map wont appear correcly.. even the uvw map seam can clearly seen...

Edited by indra.
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  • 2 weeks later...

please tell the model which we can import and export with gims and ofio and see the differense

 

Anyone ? I'm going to release OFIO with oft support and I rly don't wanna do this twice if tangent bug will suddenly appear again .

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please tell the model which we can import and export with gims and ofio and see the differense

 

Anyone ? I'm going to release OFIO with oft support and I rly don't wanna do this twice if tangent bug will suddenly appear again .

 

brookbrijsup_01.

Good one to test(don't forget to add some light sources to see the real difference).

Edited by 3Doomer
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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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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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Not exactly like gims , but the effect should be the same

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The day has finally come.

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Current .oft import/export supports breakable damages?

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




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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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