Alexander Blade 1,424 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 post Share on other sites
indraCG 182 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 post Share on other sites
MIXAZZZ 389 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. Link to post Share on other sites
Alexander Blade 1,424 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 post Share on other sites
indraCG 182 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 post Share on other sites
Frank.s 838 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 post Share on other sites
MIXAZZZ 389 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 Link to post Share on other sites
Frank.s 838 Posted April 19, 2014 Share Posted April 19, 2014 (edited) I see your point, ok. Edited April 19, 2014 by Frank.s Link to post Share on other sites
Josnz 0 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 post Share on other sites
MIXAZZZ 389 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 Link to post Share on other sites
Alexander Blade 1,424 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 post Share on other sites
Limiter 22 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 post Share on other sites
MIXAZZZ 389 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 Link to post Share on other sites
Limiter 22 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 post Share on other sites
MIXAZZZ 389 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. Link to post Share on other sites
quechus13 166 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 post Share on other sites
Alexander Blade 1,424 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 post Share on other sites
lpgunit 525 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 post Share on other sites
quechus13 166 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 post Share on other sites
miclin 161 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 post Share on other sites
quechus13 166 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 post Share on other sites
Alexander Blade 1,424 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 post Share on other sites
lpgunit 525 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 post Share on other sites
Limiter 22 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 post Share on other sites
Alexander Blade 1,424 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 post Share on other sites
Gforce 614 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 post Share on other sites
Alexander Blade 1,424 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 post Share on other sites
Gforce 614 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 post Share on other sites
Frank.s 838 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 post Share on other sites
datganjasmuggla 6 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 post Share on other sites