Frank.s Posted April 19, 2014 Share Posted April 19, 2014 (edited) I see your point, ok. Edited April 19, 2014 by Frank.s Link to comment Share on other sites More sharing options...
Josnz Posted April 26, 2014 Share Posted April 26, 2014 (edited) Alexander Blade I still have the same problem when i try import .ODR of a ped in 3DSMax. I have uploaded one example of .odr that i want import, i need help, please. http://www.sendspace.com/file/sqpbus And other image of the Error: Edited April 26, 2014 by Josnz Link to comment Share on other sites More sharing options...
MIXAZZZ Posted April 28, 2014 Share Posted April 28, 2014 (edited) Your .wdr is broken. Version 110 12shadinggroup{ Shaders 1 { gta_ped_skin_blendshape.sps head_diff_000_a_whi 0.20000000;0.08250001;0.02500000 head_000_r\head_normal_000.dds 35.00000000 0.24000000 1.00000000;0.00000000;0.00000000 head_000_r\head_spec_000.dds 2.00000000 }}skel{ skel head_000_r\head_000_r.skel}lodgroup{ high 1 head_000_r\head_000_r_high.mesh 65535(0) 9999.00000000 med none 9999.00000000 low none 9999.00000000 vlow none 9999.00000000 center 0.01474820 0.11957100 0.67263000 AABBMin -0.23900200 -0.14262900 0.40848100 AABBMax 0.26849800 0.38177100 0.93678000 radius 0.45045800} Originally game .wdr with skeleton imported successfully. Specify how you got this .wdr To work with the current version you need to use OFIO OpenIV 1.6 Edited April 28, 2014 by MIXAZZZ 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 28, 2014 Author Share Posted April 28, 2014 (edited) This drawable is really f*cked up , first of all there is no head_000_r folder in your distrib and mesh declaration in odr has 65535 as bone id , this value must be 0 , fix this and it will import correctly Edited April 28, 2014 by Alexander Blade Link to comment Share on other sites More sharing options...
Limiter Posted April 28, 2014 Share Posted April 28, 2014 May I ask, which one will look better? Did anyone try GIMS and the latest OFIO (with corrected tangents) wdr and compare results? Link to comment Share on other sites More sharing options...
MIXAZZZ Posted April 28, 2014 Share Posted April 28, 2014 Results are the same in GIMS and OFIO, you can confidently work with OFIO. 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...
Limiter Posted April 29, 2014 Share Posted April 29, 2014 Not exactly like gims , but the effect should be the same Results are the same in GIMS and OFIO, you can confidently work with OFIO. Thanks for the reply. But as you can see the reason I asked is because of Alexander's earlier reply. Link to comment Share on other sites More sharing options...
MIXAZZZ Posted May 3, 2014 Share Posted May 3, 2014 Well guys? Who works with the .OFT? Show off your projects, to prove that we are not wasting our time. 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...
quechus13 Posted May 3, 2014 Share Posted May 3, 2014 Well guys? Who works with the .OFT? Show off your projects, to prove that we are not wasting our time. It is not that you wasted your time. It is that the tool came too late, not many people like GTA IV anymore. Link to comment Share on other sites More sharing options...
Alexander Blade Posted May 5, 2014 Author Share Posted May 5, 2014 (edited) Well guys? Who works with the .OFT? Show off your projects, to prove that we are not wasting our time. It is not that you wasted your time. It is that the tool came too late, not many people like GTA IV anymore. Ppl are still making vehicles for IV Edited May 5, 2014 by Alexander Blade Link to comment Share on other sites More sharing options...
lpgunit Posted May 5, 2014 Share Posted May 5, 2014 Well guys? Who works with the .OFT? Show off your projects, to prove that we are not wasting our time. It is not that you wasted your time. It is that the tool came too late, not many people like GTA IV anymore. Ppl are still making vehicles for IV Not to mention that R* still isn't arsed to release a PC version of V. Link to comment Share on other sites More sharing options...
quechus13 Posted May 5, 2014 Share Posted May 5, 2014 Well guys? Who works with the .OFT? Show off your projects, to prove that we are not wasting our time. It is not that you wasted your time. It is that the tool came too late, not many people like GTA IV anymore. Ppl are still making vehicles for IV This is very true but there are fewer people now. Skyrim has a bigger modding community now thanks to R* not releasing or announcing V for PC. Link to comment Share on other sites More sharing options...
miclin Posted May 5, 2014 Share Posted May 5, 2014 Well, The reason why Skyrim is more popular is easy. It has a offical modding support .. Link to comment Share on other sites More sharing options...
quechus13 Posted May 9, 2014 Share Posted May 9, 2014 Well, The reason why Skyrim is more popular is easy. It has a offical modding support .. Very True. But GTA SA probably has a bigger community than GTA IV. I mean it has been 3 days and back in the day it was hours or a day when people posted on a topic. Everything is just slowly dying. I for one wanted custom particle textures for IV and since that is impossible, I kind of got bored of IV. Cars will always be there but no more fun mods like particles, scripts and more. The only good scripter I know for IV is JulioNIB but even he can't do 1K scripts that are as successful as the Iron Man mod and scripts like that are in SA but SA is far too outdated for my liking. I want my models to look good, plus I hate prelighting a lot. lpgunit 1 Link to comment Share on other sites More sharing options...
Alexander Blade Posted May 9, 2014 Author Share Posted May 9, 2014 Everything is just slowly dying. Modding is going nowhere in general , I wrote about this a while ago here http://gtaforums.com/topic/388289-rel-openiv-including-openformats/page-80?do=findComment&comment=1063466112 Frank.s 1 Link to comment Share on other sites More sharing options...
lpgunit Posted May 9, 2014 Share Posted May 9, 2014 Everything is just slowly dying. Modding is going nowhere in general , I wrote about this a while ago here http://gtaforums.com/topic/388289-rel-openiv-including-openformats/page-80?do=findComment&comment=1063466112I don't think that the modding scene is dying, but then again the industry's current business model of DLCs is partly to blame. Link to comment Share on other sites More sharing options...
Limiter Posted May 16, 2014 Share Posted May 16, 2014 Well, The reason why Skyrim is more popular is easy. It has a offical modding support .. Very True. But GTA SA probably has a bigger community than GTA IV. I mean it has been 3 days and back in the day it was hours or a day when people posted on a topic. Everything is just slowly dying. I for one wanted custom particle textures for IV and since that is impossible, I kind of got bored of IV. Cars will always be there but no more fun mods like particles, scripts and more. The only good scripter I know for IV is JulioNIB but even he can't do 1K scripts that are as successful as the Iron Man mod and scripts like that are in SA but SA is far too outdated for my liking. I want my models to look good, plus I hate prelighting a lot. I hear you quechus, I really wanted to do custom particles myself but that has been confirmed by Good NTS as not going to happen. Link to comment Share on other sites More sharing options...
Alexander Blade Posted June 6, 2014 Author Share Posted June 6, 2014 Fixed: - oft importing for some bikes - exporting when common_mesh consists from 1 object Frank.s 1 Link to comment Share on other sites More sharing options...
Gforce Posted June 11, 2014 Share Posted June 11, 2014 HI Alexander, great work with these scripts been out of the modding scene for a while but it's nice to come back to see these still being worked on, not had a chance to have a good play with them yet but I sure will be in the coming months around fall time. on a side note, have the animated texture sections of the map wdr's been found and included in exporting ? thanks for all your work with the whole project, we have some great tools to mod with Link to comment Share on other sites More sharing options...
Alexander Blade Posted June 12, 2014 Author Share Posted June 12, 2014 Hi , nice to see old school guyz here again Btw both animation types (skeleton and UV) for drawables are supported . Gforce 1 Link to comment Share on other sites More sharing options...
Gforce Posted June 19, 2014 Share Posted June 19, 2014 Hi , nice to see old school guyz here again Btw both animation types (skeleton and UV) for drawables are supported . yeah, the forums need a few more of the old bunch back. that's cool to know, the animated models and textures always were one of my favourite things to play with in GTA modding, the Pleasure Pier is going to be one of my targets for some modding fun. Link to comment Share on other sites More sharing options...
Frank.s Posted June 30, 2014 Share Posted June 30, 2014 (edited) It seems that the blending may be broken (or i may be using it incorrectly). In my example i chose a brick wall texture because it would stand out against the grass (i recognise that it's an inappropriate texture to use for terrain ) The brick wall texture is barely visible even though i set the map channel 3 so that it shows each texture %100 in certain areas. The shader i used was gta_terrain_va_2lyr. Also when i re-imported the object the map channel 3 was changed from my original white to yellow, is this a bug? I chose incorrect map channel numbers, fixed now, Awesome. Edited July 7, 2014 by Frank.s Link to comment Share on other sites More sharing options...
datganjasmuggla Posted July 3, 2014 Share Posted July 3, 2014 How in the f*ck do I get Open Format I/O into my 3ds max?! Link to comment Share on other sites More sharing options...
indraCG Posted July 16, 2014 Share Posted July 16, 2014 i tried to export a new ped model today.. and i got this message : --------------------------- OPEN FORMATS I/O EXCEPTION --------------------------- EXCEPTION: -- No ""dot"" function for undefined --------------------------- OK --------------------------- what is that mean? Link to comment Share on other sites More sharing options...
Alexander Blade Posted July 16, 2014 Author Share Posted July 16, 2014 (edited) upload your maxscene somewhere Edited July 16, 2014 by Alexander Blade Link to comment Share on other sites More sharing options...
indraCG Posted July 16, 2014 Share Posted July 16, 2014 (edited) of course... here Edited July 19, 2014 by indra. Link to comment Share on other sites More sharing options...
Alexander Blade Posted July 16, 2014 Author Share Posted July 16, 2014 It's created in max > 2012 , neither am I nor Mixazzz can open the scene Link to comment Share on other sites More sharing options...
indraCG Posted July 17, 2014 Share Posted July 17, 2014 (edited) how about the max 2010 version.. Edited July 19, 2014 by indra. Link to comment Share on other sites More sharing options...
MIXAZZZ Posted July 17, 2014 Share Posted July 17, 2014 your 2-nd scene is broken. Use 3dsmax8 for you experience. 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...
indraCG Posted July 17, 2014 Share Posted July 17, 2014 (edited) the scene work fine with me...but you can open the first scene right? i made my models with max 2012, and i can't resave it to max8... is there something wrong with my model? or any content inside the scene...why cant i export it? Edited July 17, 2014 by indra. Link to comment Share on other sites More sharing options...