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[3DSMAX|REL] OpenIV openFormats I/O


Alexander Blade

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Alexander Blade

We managed to open the scene , this is common bug for new 3dsmax versions when 3dsmax doesn't clean skinning data (even the one which supposed to be rewritten) and writes in to the scene as well (thats why your scene is 185 mb when not packed) , the scene is broken

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okay...not so important ped anyway...as long the others work fine...

 

btw

is there really no chance to make ped/player oft editable with this tool?...all anims works with every peds with different bound sets...so i dont think we need to remake all anim for a new bound set...
i believe its posible...could you guys just add the ped/player oft import/export function to ofio? then give me chance to test it...let see if its work or not...
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Alexander Blade

if I'll be doing the next release (there are few little bugs still) I'm going to look into this

also you can check this by yourself via editing some bone coords manually in skel of some wdd (cuz bounds in wft are mapped on the same skel) , this should affect skinning in wdd viewer , then use this ped's wdd in anim viewer and see how animations are being applied - if changed bone is affected by animation (note that there are bones that are not) then it's position during animation will be the same as it is for original and skinning will look the same as original as well

Edited by Alexander Blade
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i'll try that...

 

btw about the error...i just installed the patch that you gave me here...now i can export the model to odd..but i cant convert the odd to wdd with OpenIV...do you have solution for that?

the scene is broken..but seem that is not the reason i cant export it...

__________________________________________________________________________

edit

 

just tried your instruction...not exacly.. actually i rigg a litle baby model into a ped with matching bones...then test it with anim viewer...guess what?...the anims works with it.. but only in anim viewer,
in game it will f*cked up...cuz however you move or rotate the bone in the ped's wdd, it wont change anything in game..cuz it will use the wft's bone for the posotion...thats why we need wft editing...
and as you can see below, i can only export half of the model because of the same error as what i reported before...it seem the tool has mesh limit or something...i dont know..i hope you guys can fix it...or maybe you can give me more solution...
click here if you will need my scene...this one is not broken, the size just 3mb..

2lkqqkl.jpg

Edited by indra.
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Alexander Blade

thats why we need wft editing...

You can copy the same skel into wft and see how game will handle it

 

your scene exports fine if you will select all mesh verts and use "remove isolated verts" ( http://funkyimg.com/i/JA3R.jpg ) , however bone count binded for the head material is bigger than it can be , thats why openFormats shows an error

Edited by Alexander Blade
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thank you very much...i just realize my model has isolated vertices...

split the model into two part could solve the bone count error...is that mean one model can't be rigged with the whole bones?

 

 

You can copy the same skel into wft and see how game will handle it

 

 

the result is f*cked up...but better than using the original wft...probably ofio's skel has some difference with the original ones..i dont know.....what do you think?

 

143dc3s.jpg

 

same result for the normal sized ped(no change made to the bone, the skel expoted using ofio)

nmj608.jpg:

Edited by indra.
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Alexander Blade

what you see on the first screen is the result of idle animation being applied to the skel from wft , anim viewer in open iv uses wdd skel while game uses wft one , there is no difference between this skels for the original peds

 

animations are using absolute bone coords in terms of the skeletons they were made for , thats why changing wft is not enough

Edited by Alexander Blade
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what you see on the first screen is the result of idle animation being applied to the skel from wft , anim viewer in open iv uses wdd skel while game uses wft one , there is no difference between this skels for the original peds

 

i believe it just the wft didnt work well with that way...

animations are using absolute bone coords in terms of the skeletons they were made for , thats why changing wft is not enough

 

 

if so then why every peds in different size or different skeleton work with every anim?like female peds work fine with male anims...they obiviously uses different skel...
also i already show you that anim viewer result..i thought it already proof that every anim could work with a very different skeleton/ bone cord, isn't?

w0gcaf.gif

 

Edited by indra.
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Alexander Blade

all ped anims as much as skeletons are alike , thats it

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no..they are not..their hands pose even different...i cant aggee with that...

you know what... i wont debate you anymore..maybe you can do more research or something to find the truth...

 

sorry if i was annoying you...anyway thanks for the solution and everything...

Edited by indra.
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  • 3 weeks later...

hey Alex...

i just tried to re export model of niko's suit, nothing changed except the rigging....but i got a little issue... as you can see below the normals in the collar looks "flipped".... i think its not happed with other models, could you expain the reason why this happen?

osv1j6.jpg

 

this is the original model before re-exported

28gxgdg.jpg

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Alexander Blade

can't see anything on your screens but normals can't just flip , what you can see is the common issue for all imported+exported models (in general for modelling) , when due to the material parts and smoothing groups attaching and detaching normals gets f*cked up where the material parts are connected

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maybe i need to show a closer image...

re exported result (convex)

ddgc1w.jpg

original (concave)

rrm6ac.jpg

i though its the exporter's fault ...cus i already fix the smoothing group thing...or maybe i didn't fix it properly...

files link if needed maybe you will find something else in there....

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in 3ds max 2015 it doesnt work if i want to import it... when i import something, i take the ig_mallorie model,this comes out: reading input file,building,building drawable dictionary ig_mallorie,building drawable lowr_001_u,IMPORT ERROR! and then it opens a new window with this text: EXCEPTION:-- Unknown Property: "diffuseColor" in (null):Standard... it isnt working for me D:

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OPEN FORMATS I/O EXCEPTION
EXCEPTION: -- No ""dot"" function for undefined

 

 

I got this all the time when i'm trying to export a weapon to .odr
i've checked the whole scene as comparing with the original .odr file(the original weapon from gtaiv exported with openiv), but no luck to find any problem i can detect.
Here is the .max scence with the problem above saved by 3ds max 2011
Can someone explain to me what is happening to the scene? Please
Edited by cjisntgay
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OPEN FORMATS I/O EXCEPTION
EXCEPTION: -- No ""dot"" function for undefined

 

 

I got this all the time when i'm trying to export a weapon to .odr
i've checked the whole scene as comparing with the original .odr file(the original weapon from gtaiv exported with openiv), but no luck to find any problem i can detect.
Here is the .max scence with the problem above saved by 3ds max 2011
Can someone explain to me what is happening to the scene? Please

 

try this

then export your model again

  • Like 2
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Thanks a lot for giving the tip, now it works really fine and my knowledge in converting models is enriched.

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  • 1 month later...
Firstyminator

Hello! :) and thank you for this great OFT update Alexander! :) I got a question though.

 

I think im doing something wrong, but im not sure what..

 

Textures does not show up for some items when im importing a vehicle. I got the DDS files located in the same folder as the .oft and saved them as .dds

 

Using 3DSmax2012

Edited by Firstyminator
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Firstyminator

I also got this message trying to do an export today after doing some edits to a model:

is this fixable? And what did i do wrong?

 

OPEN FORMATS I/O EXCEPTION
---------------------------
EXCEPTION: -- No ""dot"" function for undefined

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Alexander Blade

Firstyminator

Just remove unused verts from your model, also try the latest OFIO archive

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Firstyminator

Firstyminator

Just remove unused verts from your model, also try the latest OFIO archive

 

Aha, i see :) So No "dot" means there are verts that is unused ?

 

Got a new error message now upon export :

 

"unknown type for fragments"

Edited by Firstyminator
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Alexander Blade

Props are not set properly , see user props

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Firstyminator

Allright, i imported a vehicle that i know works with export. It exported fine.

 

Renamed all the new vehicle parts to the exact same names as the parts on the imported vehicle, ( deleted imported mesh and replaced with the new i made )

 

Now it does export some, but still leaves me with same error. But i got some info in the listener now:

Allright, new one.. sorted the User Props :) So it started to actually export :) and now i get this..

warning: common_mesh001 has unused material
-- Syntax error: at keyword parameter, expected <factor>
-- In line: warning: c
Edited by Firstyminator
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  • 4 weeks later...

Can some one help me please?

 

Every time I export this is the result:

pfxwo8i.gif?1

Here's a larger screenshot.

 

I seriously don't know what's the problem, everything is correctly done in the hierarchy.

 

I have a 64bit 2013 3dsMax if that matters.

F8i4bRU.png

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Alexander Blade

Obviously something is not , probably some props :)

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Obviously something is not , probably some props :)

I have found the problem. For some reason when I exported the model it attached cm_suspension_rm to cm_suspension_rr (same with all the other middle axles) however I fixed this by using the phantom's middle suspension dummies but now there's something wrong with the front wheels.

F8i4bRU.png

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Firstyminator

Do you know by any chance what materials are "needed" to export a model properly? :) I've managed to get my model exported, but trying to import into OpenIV results in a error pointing to the Shaders part of the .oft file.

"ambulance.oft(Line 430): Not enough actual parameters."

 

It does export properly though from OpenFormats IO in 3ds. Just looks like there's some materials missing :O

Edited by Firstyminator
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Alexander Blade

Firstyminator

Not all shader params are set

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Firstyminator

Firstyminator

Not all shader params are set

 

Thanks bro :) Will go over it again :) Im kinda new to the whole OpenFormats in 3DS :) Got the parts right, but struggeling with finding out how to actually use the materials right.

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