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[3DSMAX|REL] OpenIV openFormats I/O


Alexander Blade

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I see your point, ok.

Edited by Frank.s
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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

 

H6eY.jpg

Edited by MIXAZZZ


CPU: i7 4790\ MEM: 32GB ram \ GPU: NVIDIA GeForce RTX 2060 SUPER 8GB Vram \ OS: Win7 x64

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Alexander Blade

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 by Alexander Blade
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May I ask, which one will look better? :):blush:

 

Did anyone try GIMS and the latest OFIO (with corrected tangents) wdr and compare results?

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Results are the same in GIMS and OFIO, you can confidently work with OFIO.


CPU: i7 4790\ MEM: 32GB ram \ GPU: NVIDIA GeForce RTX 2060 SUPER 8GB Vram \ OS: Win7 x64

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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.

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Well guys? Who works with the .OFT? Show off your projects, to prove that we are not wasting our time.

 

 

 

Hcme.jpg Hcmf.jpg Hcmg.jpg

Hcmh.jpg Hcmi.jpg Hcmj.jpg

 

 


CPU: i7 4790\ MEM: 32GB ram \ GPU: NVIDIA GeForce RTX 2060 SUPER 8GB Vram \ OS: Win7 x64

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quechus13

Well guys? Who works with the .OFT? Show off your projects, to prove that we are not wasting our time.

 

 

 

Hcme.jpg Hcmf.jpg Hcmg.jpg

Hcmh.jpg Hcmi.jpg Hcmj.jpg

 

 

It is not that you wasted your time.

It is that the tool came too late, not many people like GTA IV anymore.

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Alexander Blade

 

Well guys? Who works with the .OFT? Show off your projects, to prove that we are not wasting our time.

 

 

 

Hcme.jpg Hcmf.jpg Hcmg.jpg

Hcmh.jpg Hcmi.jpg Hcmj.jpg

 

 

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 by Alexander Blade
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Well guys? Who works with the .OFT? Show off your projects, to prove that we are not wasting our time.

 

 

 

Hcme.jpg Hcmf.jpg Hcmg.jpg

Hcmh.jpg Hcmi.jpg Hcmj.jpg

 

 

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.

76561198000404928.png

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quechus13

 

 

Well guys? Who works with the .OFT? Show off your projects, to prove that we are not wasting our time.

 

 

 

Hcme.jpg Hcmf.jpg Hcmg.jpg

Hcmh.jpg Hcmi.jpg Hcmj.jpg

 

 

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.

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Well, The reason why Skyrim is more popular is easy.

It has a offical modding support ;)..

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quechus13

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.

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Alexander Blade

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

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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

I don't think that the modding scene is dying, but then again the industry's current business model of DLCs is partly to blame.

76561198000404928.png

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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.

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  • 3 weeks later...
Alexander Blade

Fixed:

- oft importing for some bikes

- exporting when common_mesh consists from 1 object

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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 :D:cookie:

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Alexander Blade

Hi , nice to see old school guyz here again :)

Btw both animation types (skeleton and UV) for drawables are supported .

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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. :)

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  • 2 weeks later...

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 :p)

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. :D

Edited by Frank.s
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  • 2 weeks later...

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?
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Alexander Blade

upload your maxscene somewhere

Edited by Alexander Blade
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Alexander Blade

It's created in max > 2012 , neither am I nor Mixazzz can open the scene :)

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your 2-nd scene is broken. Use 3dsmax8 for you experience.

JuLJ.jpg


CPU: i7 4790\ MEM: 32GB ram \ GPU: NVIDIA GeForce RTX 2060 SUPER 8GB Vram \ OS: Win7 x64

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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 by indra.
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