Alexander Blade Posted July 17, 2014 Author Share Posted July 17, 2014 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 Link to comment Share on other sites More sharing options...
indraCG Posted July 18, 2014 Share Posted July 18, 2014 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... Link to comment Share on other sites More sharing options...
Alexander Blade Posted July 18, 2014 Author Share Posted July 18, 2014 (edited) 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 July 18, 2014 by Alexander Blade Link to comment Share on other sites More sharing options...
indraCG Posted July 18, 2014 Share Posted July 18, 2014 (edited) 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.. Edited July 23, 2014 by indra. Link to comment Share on other sites More sharing options...
indraCG Posted July 22, 2014 Share Posted July 22, 2014 hey...what you say? Link to comment Share on other sites More sharing options...
Alexander Blade Posted July 22, 2014 Author Share Posted July 22, 2014 (edited) 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 July 22, 2014 by Alexander Blade Link to comment Share on other sites More sharing options...
indraCG Posted July 23, 2014 Share Posted July 23, 2014 (edited) 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? same result for the normal sized ped(no change made to the bone, the skel expoted using ofio) : Edited July 23, 2014 by indra. Link to comment Share on other sites More sharing options...
Alexander Blade Posted July 23, 2014 Author Share Posted July 23, 2014 (edited) 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 July 23, 2014 by Alexander Blade Link to comment Share on other sites More sharing options...
indraCG Posted July 23, 2014 Share Posted July 23, 2014 (edited) 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? Edited July 23, 2014 by indra. Link to comment Share on other sites More sharing options...
Alexander Blade Posted July 29, 2014 Author Share Posted July 29, 2014 all ped anims as much as skeletons are alike , thats it Link to comment Share on other sites More sharing options...
indraCG Posted July 29, 2014 Share Posted July 29, 2014 (edited) 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 July 29, 2014 by indra. Link to comment Share on other sites More sharing options...
indraCG Posted August 15, 2014 Share Posted August 15, 2014 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? this is the original model before re-exported Link to comment Share on other sites More sharing options...
Alexander Blade Posted August 15, 2014 Author Share Posted August 15, 2014 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 Link to comment Share on other sites More sharing options...
indraCG Posted August 15, 2014 Share Posted August 15, 2014 maybe i need to show a closer image... re exported result (convex) original (concave) 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.... Link to comment Share on other sites More sharing options...
JoshiIsHere Posted August 18, 2014 Share Posted August 18, 2014 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: Link to comment Share on other sites More sharing options...
cjisntgay Posted August 22, 2014 Share Posted August 22, 2014 (edited) 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 https://www.mediafire.com/?5umf8c436qonl35 Can someone explain to me what is happening to the scene? Please Edited August 22, 2014 by cjisntgay Link to comment Share on other sites More sharing options...
indraCG Posted August 22, 2014 Share Posted August 22, 2014 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 https://www.mediafire.com/?5umf8c436qonl35 Can someone explain to me what is happening to the scene? Please try this then export your model again cjisntgay and Firstyminator 2 Link to comment Share on other sites More sharing options...
cjisntgay Posted August 22, 2014 Share Posted August 22, 2014 Thanks a lot for giving the tip, now it works really fine and my knowledge in converting models is enriched. Link to comment Share on other sites More sharing options...
Firstyminator Posted October 3, 2014 Share Posted October 3, 2014 (edited) 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 October 3, 2014 by Firstyminator Link to comment Share on other sites More sharing options...
Firstyminator Posted October 5, 2014 Share Posted October 5, 2014 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 Link to comment Share on other sites More sharing options...
Alexander Blade Posted October 8, 2014 Author Share Posted October 8, 2014 Firstyminator Just remove unused verts from your model, also try the latest OFIO archive Link to comment Share on other sites More sharing options...
Firstyminator Posted October 8, 2014 Share Posted October 8, 2014 (edited) 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 October 8, 2014 by Firstyminator Link to comment Share on other sites More sharing options...
Alexander Blade Posted October 11, 2014 Author Share Posted October 11, 2014 Props are not set properly , see user props Link to comment Share on other sites More sharing options...
Firstyminator Posted October 11, 2014 Share Posted October 11, 2014 (edited) 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 October 13, 2014 by Firstyminator Link to comment Share on other sites More sharing options...
Rented Posted November 8, 2014 Share Posted November 8, 2014 Can some one help me please? Every time I export this is the result: 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. Link to comment Share on other sites More sharing options...
Alexander Blade Posted November 8, 2014 Author Share Posted November 8, 2014 Obviously something is not , probably some props Link to comment Share on other sites More sharing options...
Rented Posted November 8, 2014 Share Posted November 8, 2014 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. Link to comment Share on other sites More sharing options...
Firstyminator Posted November 8, 2014 Share Posted November 8, 2014 (edited) 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 Edited November 8, 2014 by Firstyminator Link to comment Share on other sites More sharing options...
Alexander Blade Posted November 8, 2014 Author Share Posted November 8, 2014 Firstyminator Not all shader params are set Link to comment Share on other sites More sharing options...
Firstyminator Posted November 9, 2014 Share Posted November 9, 2014 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. Link to comment Share on other sites More sharing options...
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