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[3DSMAX|REL] OpenIV openFormats I/O


Alexander Blade

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indra.

there is no point of bounds at all until you will remake all anims

Edited by Alexander Blade
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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?

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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

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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 by indra.
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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.

8IHtk.jpg

Edited by Frank.s
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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.

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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
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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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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

 

 

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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.

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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.

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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

 

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 ;)..

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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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...

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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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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