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[3DSMAX|REL] OpenIV openFormats I/O


Alexander Blade

Recommended Posts

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.

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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.

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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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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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I still have problems with exporting.

 

The hierarchy is still messed up, I just don't understand it.

 

Here's what I did(on the Rancher):

 

-Delete everything that relates to:

  • extra_1
  • extra_3
  • extra_4
  • extra_5

-Attach cm_bodyshell to cm_extra_2

-Attach cm_bodyshell_med to cm_extra_2_med

-Attach cm_chassis_low to cm_extra_2_low

-Attach chassis_1 to extra_2_1

-Link window_lr, window_rr and windscreen_r to chassis (all of their children have been correctly linked as well)

 

A video can be seen here:

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Firstyminator

Firstyminator

Not all shader params are set

Now i finally got the model exported :) Importing into OpenIV and ingame it works perfectly. but, zmodeler can't import the file. It ends up with "firetruk.wft" and no children or mesh imported at all. Any ideas what it could be? No error on export from 3ds with OFIO. and works in OpenIV and ingame.

 

It does take alot of time tho, for the model to export from 3DS. Could that mean that theres an issue? Or is it just that way with bigger models?

Edited by Firstyminator
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GooD-NTS

Now i finally got the model exported :) Importing into OpenIV and ingame it works perfectly. but, zmodeler can't import the file. It ends up with "firetruk.wft" and no children or mesh imported at all. Any ideas what it could be? No error on export from 3ds with OFIO. and works in OpenIV and ingame.

Since game and OpenIV works fine I guess this is zModeler error.
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Firstyminator

Crap. That was what i feared. Checked the filedata too. Im no expert, but could not find any mismatch that should say it wont work.

 

EDIT:

 

Well i might found an issue related to it. Doing the donor swap of a lightbar from another vehicle. Works fine if i remove the Misc_d parts completely.

But if they are added, OpenIV imports the file, but crashes when im trying to render it in OpenIV modelviewer.

 

Are there some rules to dummies? They should be in the right hiearchy. They were dragged and dropped directly from the donor model and over to my model, and it exports with no issues.

 

Nodes image:

https://www.dropbox.com/s/1tt2r100hpsrkum/Screenshot%202014-11-18%2002.45.03.png?dl=0

Edited by Firstyminator
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Firstyminator

 

Now i finally got the model exported :) Importing into OpenIV and ingame it works perfectly. but, zmodeler can't import the file. It ends up with "firetruk.wft" and no children or mesh imported at all. Any ideas what it could be? No error on export from 3ds with OFIO. and works in OpenIV and ingame.

Since game and OpenIV works fine I guess this is zModeler error.

 

Any chance to read out some information regarding the crash from here GooD? this is the log when OpenIV crashes. It surely states something with Skeletonz :) Maybe i let them out of the closet :O

 

<spoiler>Time: "17:05:31"

Type: "EAccessViolation"
Message: "Access violation at address 007E0B87 in module 'OpenIV.exe'. Read of address FFFF0016"
Additional information:
[Application Context]
GetThreadLocale=1044 (0x0414)
Game::Path=F:\SteamLibrary\SteamApps\common\grand theft auto iv\GTAIV\
Core::OpenRageArchive::LastCall=F:\SteamLibrary\SteamApps\common\grand theft auto iv\GTAIV\pc\models\cdimages\vehicles.img
GetSystemDefaultLangID=1044
App::Path=C:\Users\Firsty.Firsty-PC\AppData\Local\New Technology Studio\Apps\OpenIV\
App::Lang=en_GB
Main::ExploreArchiveNode::WorkItem=F:\SteamLibrary\SteamApps\common\grand theft auto iv\GTAIV\pc\models\cdimages\vehicles.img|
Main::ExploreArchiveNode::ParentArchive=F:\SteamLibrary\SteamApps\common\grand theft auto iv\GTAIV\pc\models\cdimages\vehicles.img
App::Temp=C:\Users\FIRSTY~1.FIR\AppData\Local\Temp\OpenIV_0117A0F5\
OS=Windows 7 Service Pack 1 (Version 6.1, Build 7601, 64-bit Edition)
GetSystemDefaultLCID=1044
Game::ID=IV (GTA IV)
Game::Platform=pc
SysLocale={ DefaultLCID: "1044", PriLangID: "20", SubLangID: "1", FarEast: "True", MiddleEast: "True" }
[Application Windows]
TMainWindow=OpenIV - vehicles.img - [Edit mode]
TActionsModule=ActionsModule
TRageFragmentsWindow=firetruk.wft - OpenIV Model Viewer
TErrorWindow=OpenIV - Application error
Release: 2.2.0.543 05.11.2014
Address: "0x007E0B87"
Procedure: "Rage.Creature.Skeleton.crSkeletonData.GetFirstChildPtrForBone"
Unit: "Rage.Creature.Skeleton.pas", Line: "275"
Stack:
[007E0B87] Rage.Creature.Skeleton.crSkeletonData.GetFirstChildPtrForBone (Line 275, "Rage.Creature.Skeleton.pas" + 3) + $10
[7738B497] Unknown function at LdrRemoveLoadAsDataTable + $D4E
[7738B466] Unknown function at LdrRemoveLoadAsDataTable + $D1D
[7738B409] Unknown function at LdrRemoveLoadAsDataTable + $CC0
[7734012E] KiUserExceptionDispatcher + $A
[76D4239A] Unknown function at ScriptPositionSingleGlyph + $327A
[76D42436] Unknown function at ScriptPositionSingleGlyph + $3316
[007E0B7E] Rage.Creature.Skeleton.crSkeletonData.GetFirstChildPtrForBone (Line 275, "Rage.Creature.Skeleton.pas" + 3) + $7
[004646F9] System.Rtti.RawInvoke (Line 6902, "System.Rtti.pas" + 46) + $0
[00464A99] System.Rtti.Invoke (Line 7091, "System.Rtti.pas" + 51) + $6
[0045B809] System.Rtti.TRttiInstanceMethodEx.DispatchInvoke (Line 5233, "System.Rtti.pas" + 97) + $27
[00464E00] System.Rtti.TRttiMethod.Invoke (Line 7401, "System.Rtti.pas" + 1) + $1C
[00BE035F] Tools.Framework.SupportInterfaces.CObjectInterfaceBase._function<System.Pointer> (Line 286, "Tools.Framework.SupportInterfaces.pas" + 1) + $18
[0044EED8] System.Rtti.TValue.Create (Line 2091, "System.Rtti.pas" + 3) + $3
[0044EF4A] System.Rtti.TValue.&op_Implicit (Line 2109, "System.Rtti.pas" + 1) + $8
[00BDEDDA] Tools.Framework.SupportInterfaces.CSkeletonDataInterface.GetFirstChildForBone (Line 569, "Tools.Framework.SupportInterfaces.pas" + 1) + $23
[00F863A3] Tools.FragmentsViewer.Window.MakeVehicleNode (Line 691, "Tools.FragmentsViewer.Window.pas" + 24) + $1F
[00F863BF] Tools.FragmentsViewer.Window.MakeVehicleNode (Line 695, "Tools.FragmentsViewer.Window.pas" + 28) + $8
[00F86555] Tools.FragmentsViewer.Window.TRageFragmentsRenderWindow.BuildFragments (Line 739, "Tools.FragmentsViewer.Window.pas" + 33) + $1F
[00F85A27] Tools.FragmentsViewer.Window.TRageFragmentsRenderWindow.FillFragmentsTree (Line 530, "Tools.FragmentsViewer.Window.pas" + 2) + $6
[00F730A0] Tools.FragmentsViewer.Render.CDXBaseFragmentsRender.RequestContent (Line 120, "Tools.FragmentsViewer.Render.pas" + 5) + $D
[00E249C9] Tools.Framework.RenderBase.CDXBaseRender.OnCreateDevice (Line 119, "Tools.Framework.RenderBase.pas" + 23) + $7
[00F75270] Tools.FragmentsViewer.Render.CDXFragmentsRender.OnCreateDevice (Line 533, "Tools.FragmentsViewer.Render.pas" + 1) + $5
[00647BBA] RenderFramework.CFramework.OnCreateDevice (Line 282, "RenderFramework.pas" + 3) + $12
[00647A60] RenderFramework.CFramework.Initialize (Line 244, "RenderFramework.pas" + 28) + $3
[00F87775] Tools.FragmentsViewer.Window.{Tools.Framework.WindowRenderBase}TRenderViewerWindow<Tools.FragmentsViewer.Render.CDXFragmentsRender>.Load (Line 175, "Tools.Framework.WindowRenderBase.pas" + 6) + $2D
[00F83EC9] Tools.FragmentsViewer.Window.TRageFragmentsWindow.Load (Line 149, "Tools.FragmentsViewer.Window.pas" + 1) + $4
[00BE2DA7] Tools.Framework.BaseClass.CBaseToolClass.Main (Line 151, "Tools.Framework.BaseClass.pas" + 12) + $6
[00F882F2] Tools.FragmentsViewer.GTAIVFragmentsViewer.OpenArchiveFile (Line 55, "Tools.FragmentsViewer.pas" + 1) + $26
[00BE929D] Tools.Framework.CToolsFramework.OpenArchiveFile (Line 258, "Tools.Framework.pas" + 5) + $F
[00F25235] OpenIV.TypeLibrary2.GTAIVResourcesWindows.CRSCFragments.viewFragments (Line 499, "OpenIV.TypeLibrary2.GTAIVResourcesWindows.pas" + 1) + $12
[00AC61C1] Black.TypeLibrary2.Base.CFileBase.ExecuteViewAction (Line 297, "Black.TypeLibrary2.Base.pas" + 4) + $16
[00C4898D] Black.Legacy.UI.MainWindow.Actions.TActionsModule.actPreviewExecute (Line 1637, "Black.Legacy.UI.MainWindow.Actions.pas" + 6) + $15
[00C5EEE0] Black.Legacy.UI.MainWindow.RunPreviewAction (Line 572, "Black.Legacy.UI.MainWindow.pas" + 5) + $9
[00C5EF55] Black.Legacy.UI.MainWindow.TMainWindow.RunCurrentItemAction (Line 592, "Black.Legacy.UI.MainWindow.pas" + 4) + $0
[00C5EE9B] Black.Legacy.UI.MainWindow.TMainWindow.ExecuteDefaultFileAction (Line 559, "Black.Legacy.UI.MainWindow.pas" + 17) + $4
[00C5ED60] Black.Legacy.UI.MainWindow.TMainWindow.ArchiveListDblClick (Line 516, "Black.Legacy.UI.MainWindow.pas" + 0) + $0
[0053DF91] Vcl.Controls.TControl.DblClick (Line 7345, "Vcl.Controls.pas" + 1) + $14
[0053E10C] Vcl.Controls.TControl.WMLButtonDblClk (Line 7388, "Vcl.Controls.pas" + 4) + $C
[0053DA1D] Vcl.Controls.TControl.WndProc (Line 7224, "Vcl.Controls.pas" + 91) + $6
[005424B1] Vcl.Controls.TWinControl.WndProc (Line 10039, "Vcl.Controls.pas" + 153) + $6
[75906D8B] Unknown function at GetThreadDesktop + $128
[75906D4C] Unknown function at GetThreadDesktop + $E9
[005424B1] Vcl.Controls.TWinControl.WndProc (Line 10039, "Vcl.Controls.pas" + 153) + $6
[0061CF61] Vcl.Forms.TCustomForm.WndProc (Line 4372, "Vcl.Forms.pas" + 201) + $5
[00408814] System.TMonitor.TryEnter (Line 16851, "System.pas" + 10) + $0
[00408424] System.TMonitor.Enter (Line 16550, "System.pas" + 4) + $2
[004082D0] System.TMonitor.CheckOwningThread (Line 16472, "System.pas" + 2) + $0
[004085A6] System.TMonitor.Exit (Line 16653, "System.pas" + 1) + $2
[004085F7] System.TMonitor.Exit (Line 16675, "System.pas" + 2) + $7
[005191B3] Vcl.Graphics.FreeMemoryContexts (Line 7047, "Vcl.Graphics.pas" + 12) + $8
[00541AF4] Vcl.Controls.TWinControl.MainWndProc (Line 9751, "Vcl.Controls.pas" + 3) + $6
[00541B09] Vcl.Controls.TWinControl.MainWndProc (Line 9754, "Vcl.Controls.pas" + 6) + $0
[00541D34] Vcl.Controls.TWinControl.IsControlMouseMsg (Line 9815, "Vcl.Controls.pas" + 9) + $25
[75907F6C] GetWindowRect + $38
[005424B1] Vcl.Controls.TWinControl.WndProc (Line 10039, "Vcl.Controls.pas" + 153) + $6
[75907F6C] GetWindowRect + $38
[638E2C81] Unknown function at EndCaretTracking + $1B519
[759162D0] CallNextHookEx + $4B
[00599153] Vcl.ComCtrls.TCustomListView.WndProc (Line 19472, "Vcl.ComCtrls.pas" + 22) + $4
[00541AF4] Vcl.Controls.TWinControl.MainWndProc (Line 9751, "Vcl.Controls.pas" + 3) + $6
[004C7E58] System.Classes.StdWndProc (Line 16891, "System.Classes.pas" + 8) + $0
[759062F7] Unknown function at gapfnScSendMessage + $32F
[75906D35] Unknown function at GetThreadDesktop + $D2
[75906CE3] Unknown function at GetThreadDesktop + $80
[759077BF] Unknown function at CharPrevW + $133
[006272FD] Vcl.Forms.TApplication.StopHintTimer (Line 10936, "Vcl.Forms.pas" + 3) + $6
[75907885] DispatchMessageW + $A
[0062616B] Vcl.Forms.TApplication.ProcessMessage (Line 10208, "Vcl.Forms.pas" + 23) + $1
[006261AE] Vcl.Forms.TApplication.HandleMessage (Line 10238, "Vcl.Forms.pas" + 1) + $4
[006264E9] Vcl.Forms.TApplication.Run (Line 10376, "Vcl.Forms.pas" + 26) + $3
[00DA228C] OpenIV.Application.CProgram.ApplicationMain (Line 125, "OpenIV.Application.pas" + 12) + $7
[00DA21D0] OpenIV.Application.CProgram.Main (Line 109, "OpenIV.Application.pas" + 3) + $5
[00DA3B20] Black.Application.CBlackApplication.Main (Line 111, "Black.Application.pas" + 20) + $5
[010DFCF6] OpenIV.OpenIV (Line 514, "OpenIV.dpr" + 11) + $5
[76C13388] BaseThreadInitThunk + $10
[77369F70] Unknown function at RtlInitializeExceptionChain + $61
[77369F40] Unknown function at RtlInitializeExceptionChain + $31

</spoiler>

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GooD-NTS

But if they are added, OpenIV imports the file, but crashes when im trying to render it in OpenIV modelviewer.

Any chance to read out some information regarding the crash from here GooD? this is the log when OpenIV crashes. It surely states something with Skeletonz :) Maybe i let them out of the closet :O

Can you upload your WFT?
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Firstyminator

 

But if they are added, OpenIV imports the file, but crashes when im trying to render it in OpenIV modelviewer.

Any chance to read out some information regarding the crash from here GooD? this is the log when OpenIV crashes. It surely states something with Skeletonz :) Maybe i let them out of the closet :O

Can you upload your WFT?

 

Yes sir, done and done :)

 

Here is the one actually working ingame. https://dl.dropboxusercontent.com/u/47832794/firetruk.wft

 

And here is the one that crashes OpenIV : https://dl.dropboxusercontent.com/u/47832794/firetruk-faulty.wft

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GooD-NTS

Yes sir, done and done :)

 

Here is the one actually working ingame. https://dl.dropboxusercontent.com/u/47832794/firetruk.wft

 

And here is the one that crashes OpenIV : https://dl.dropboxusercontent.com/u/47832794/firetruk-faulty.wft

Okay, I see now, some Indexes in bones are incorrect. Theoretically you can fix it by change bone Index in object properties in 3Ds Max, but it is quite not right.

We will think on a better solution.

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Firstyminator

 

Yes sir, done and done :)

 

Here is the one actually working ingame. https://dl.dropboxusercontent.com/u/47832794/firetruk.wft

 

And here is the one that crashes OpenIV : https://dl.dropboxusercontent.com/u/47832794/firetruk-faulty.wft

Okay, I see now, some Indexes in bones are incorrect. Theoretically you can fix it by change bone Index in object properties in 3Ds Max, but it is quite not right.

We will think on a better solution.

 

 

Can i ask if there is any rule to follow editing the index numbers? Just not two of the same type? or does index need a special number for certain types of meshes? feks driverside_seat has index = 17 ? :O

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GooD-NTS

Can i ask if there is any rule to follow editing the index numbers? Just not two of the same type? or does index need a special number for certain types of meshes? feks driverside_seat has index = 17 ? :O

Go to OpenIV and in context menu on your file click "Resource explorer", then go to Skeletone-Bones and you will see:

04.png

In this particular case BoneIndex and Mirror must be equal 29 not 41 (the index in list on the left side)

You can check all bones and see other incorrect Indexes, some of them out of the list.

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Firstyminator

 

Can i ask if there is any rule to follow editing the index numbers? Just not two of the same type? or does index need a special number for certain types of meshes? feks driverside_seat has index = 17 ? :O

Go to OpenIV and in context menu on your file click "Resource explorer", then go to Skeletone-Bones and you will see:

04.png

In this particular case BoneIndex and Mirror must be equal 29 not 41 (the index in list on the left side)

You can check all bones and see other incorrect Indexes, some of them out of the list.

 

 

Aah.. i think i understand.

So for me starting with chassis as Bone 0, ill just index them in the order of appearance in 3Dsmax maybe? Because some of the indexes are far out from what

they originally was i guess. And the parts i've donated from another vehicle also had indexes far away from the numbers the rest of the dummies has.

 

And of course for lights and doors, mirror should be the indexnumber of the opposite door?

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GooD-NTS

So for me starting with chassis as Bone 0, ill just index them in the order of appearance in 3Dsmax maybe?

Not sure if this will work, but I think you can just get correct indexes from OpenIV.

 

 

And of course for lights and doors, mirror should be the indexnumber of the opposite door?

Nope, they must be the same as Index (I know this is not logical but this how original models works).
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Firstyminator

 

So for me starting with chassis as Bone 0, ill just index them in the order of appearance in 3Dsmax maybe?

Not sure if this will work, but I think you can just get correct indexes from OpenIV.

 

And of course for lights and doors, mirror should be the indexnumber of the opposite door?

Nope, they must be the same as Index (I know this is not logical but this how original models works).

 

 

Well this shed some light on my issue at least! :) Now i've got something to work with :) Going to research the index from the original models, and see if my model will work if i name them accordingly. It's a nasty issue though. Not

sure if it's something i've done, or if its the OFIO script that does this. It surely makes the job with the models a bit complex :O

 

 

EDIT : Manually fixed :)

 

https://www.dropbox.com/s/bpz9f16q8dbexx3/Screenshot%202014-11-18%2023.54.28.png?dl=0

Edited by Firstyminator
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Firstyminator

One question though.( again :) ) Could this be the issue that causes the .WFT to not be compatible with Zmodeler after Export?

Edited by Firstyminator
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Alexander Blade

ZModeller is limited to the standard fragment structure , thats it .

Edited by Alexander Blade
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GooD-NTS

One question though.( again :) ) Could this be the issue that causes the .WFT to not be compatible with Zmodeler after Export?

Not sure.

But anyway, if you able to use 3Ds Max with openFormats I/O to edit/create vehicles why you need zModeler then?

 

@Firstyminator did you solve the other issues with material/shaders parameters that you have?

 

Im working on two vehicle models with each its own set of issues of course :) the one is an ambulance which is nearly finished. But upon export i do recieve errors leading me to materials shader errors. As there is no tutorial to set them up properly from scratch, im really in need of help of someone that have used it before :)

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Firstyminator

 

One question though.( again :) ) Could this be the issue that causes the .WFT to not be compatible with Zmodeler after Export?

Not sure.

But anyway, if you able to use 3Ds Max with openFormats I/O to edit/create vehicles why you need zModeler then?

 

@Firstyminator did you solve the other issues with material/shaders parameters that you have?

Im working on two vehicle models with each its own set of issues of course :) the one is an ambulance which is nearly finished. But upon export i do recieve errors leading me to materials shader errors. As there is no tutorial to set them up properly from scratch, im really in need of help of someone that have used it before :)

Well to be honest i like the way Zmodeler works with textures vs the way 3dsmax works. Uvw mapping in 3ds is much easier, but setting the materials and props is better in zmodeler. But its just a matter of learning and understanding i think and i will get the other model to work too noe that i can repair the index issues thanks to you :)

But thumbs up to Alexander for making this work for us using 3d studio max.

 

Only thing i would love to see, is a little guide to set materials right, and to fix the index ID, because i would not have a clue if it was not for GooD here ;) But i guess thats a bug maybe?

Edited by Firstyminator
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Okay so I don't know if you guys(yes there's two of you who could have replied) have either

not seen my post

was too busy with fristyminator's issue

did not bother to(yes sorry its a bit long) or could not view the video

or just realized that the I/O has an issue that for some reason messes up the hierarchies(well it did on one occasion but I managed to find its cause)

 

If you can't view the video, or have any of the mentioned issues, please tell me as I can not do anything due this issue.

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Firstyminator

Okay so I don't know if you guys(yes there's two of you who could have replied) have either

not seen my post

was too busy with fristyminator's issue

did not bother to(yes sorry its a bit long) or could not view the video

or just realized that the I/O has an issue that for some reason messes up the hierarchies(well it did on one occasion but I managed to find its cause)

 

If you can't view the video, or have any of the mentioned issues, please tell me as I can not do anything due this issue.

 

Haha :) Sorry bro! :) maybe i could help with the issue? Maybe post a picture of your heehaarchy ?

 

By the video it seems like you have the same issue as me. You have to edit the index ID's manually in 3DS object props for each item. Shown in OpenIV's Resource Explorer. ( CTRL+R and click your way to [ drawable - skeleton - bones ] and name the dummies in 3dsmax ( Object Properties - User Defined ) with the correct BoneIndex, BoneID and MirrorID relative to the list in OpenIV

 

https://www.dropbox.com/s/2jqpmtpk7stpuwr/Screenshot%202014-11-20%2000.26.38.png?dl=0

Edited by Firstyminator
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Okay so I don't know if you guys(yes there's two of you who could have replied) have either

not seen my post

was too busy with fristyminator's issue

did not bother to(yes sorry its a bit long) or could not view the video

or just realized that the I/O has an issue that for some reason messes up the hierarchies(well it did on one occasion but I managed to find its cause)

 

If you can't view the video, or have any of the mentioned issues, please tell me as I can not do anything due this issue.

 

Haha :) Sorry bro! :) maybe i could help with the issue? Maybe post a picture of your heehaarchy ?

 

By the video it seems like you have the same issue as me. You have to edit the index ID's manually in 3DS object props for each item. Shown in OpenIV's Resource Explorer. ( CTRL+R and click your way to [ drawable - skeleton - bones ] and name the dummies in 3dsmax ( Object Properties - User Defined ) with the correct BoneIndex, BoneID and MirrorID relative to the list in OpenIV

 

https://www.dropbox.com/s/2jqpmtpk7stpuwr/Screenshot%202014-11-20%2000.26.38.png?dl=0

 

Oh shoot, I just briefly read your issue and I thought you have problems with character models, my apologies.

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Firstyminator

 

 

Okay so I don't know if you guys(yes there's two of you who could have replied) have either

not seen my post

was too busy with fristyminator's issue

did not bother to(yes sorry its a bit long) or could not view the video

or just realized that the I/O has an issue that for some reason messes up the hierarchies(well it did on one occasion but I managed to find its cause)

 

If you can't view the video, or have any of the mentioned issues, please tell me as I can not do anything due this issue.

 

Haha :) Sorry bro! :) maybe i could help with the issue? Maybe post a picture of your heehaarchy ?

 

By the video it seems like you have the same issue as me. You have to edit the index ID's manually in 3DS object props for each item. Shown in OpenIV's Resource Explorer. ( CTRL+R and click your way to [ drawable - skeleton - bones ] and name the dummies in 3dsmax ( Object Properties - User Defined ) with the correct BoneIndex, BoneID and MirrorID relative to the list in OpenIV

 

https://www.dropbox.com/s/2jqpmtpk7stpuwr/Screenshot%202014-11-20%2000.26.38.png?dl=0

 

Oh shoot, I just briefly read your issue and I thought you have problems with character models, my apologies.

 

 

Hope you also get your issues solved :) Now i just have to try to learn how to properly set materials :) they can be a biii*ch :) No for char models i still use GIMS :O:)

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Okay so I don't know if you guys(yes there's two of you who could have replied) have either

not seen my post

was too busy with fristyminator's issue

did not bother to(yes sorry its a bit long) or could not view the video

or just realized that the I/O has an issue that for some reason messes up the hierarchies(well it did on one occasion but I managed to find its cause)

 

If you can't view the video, or have any of the mentioned issues, please tell me as I can not do anything due this issue.

 

Haha :) Sorry bro! :) maybe i could help with the issue? Maybe post a picture of your heehaarchy ?

 

By the video it seems like you have the same issue as me. You have to edit the index ID's manually in 3DS object props for each item. Shown in OpenIV's Resource Explorer. ( CTRL+R and click your way to [ drawable - skeleton - bones ] and name the dummies in 3dsmax ( Object Properties - User Defined ) with the correct BoneIndex, BoneID and MirrorID relative to the list in OpenIV

 

https://www.dropbox.com/s/2jqpmtpk7stpuwr/Screenshot%202014-11-20%2000.26.38.png?dl=0

 

Oh shoot, I just briefly read your issue and I thought you have problems with character models, my apologies.

 

 

Hope you also get your issues solved :) Now i just have to try to learn how to properly set materials :) they can be a biii*ch :) No for char models i still use GIMS :O:)

 

Yes thanks it worked... The only thing I can't do with materials is UV Map them as the picture is not actually linked to it, only its name.

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Firstyminator

 

 

 

 

Okay so I don't know if you guys(yes there's two of you who could have replied) have either

not seen my post

was too busy with fristyminator's issue

did not bother to(yes sorry its a bit long) or could not view the video

or just realized that the I/O has an issue that for some reason messes up the hierarchies(well it did on one occasion but I managed to find its cause)

 

If you can't view the video, or have any of the mentioned issues, please tell me as I can not do anything due this issue.

 

Haha :) Sorry bro! :) maybe i could help with the issue? Maybe post a picture of your heehaarchy ?

 

By the video it seems like you have the same issue as me. You have to edit the index ID's manually in 3DS object props for each item. Shown in OpenIV's Resource Explorer. ( CTRL+R and click your way to [ drawable - skeleton - bones ] and name the dummies in 3dsmax ( Object Properties - User Defined ) with the correct BoneIndex, BoneID and MirrorID relative to the list in OpenIV

 

https://www.dropbox.com/s/2jqpmtpk7stpuwr/Screenshot%202014-11-20%2000.26.38.png?dl=0

 

Oh shoot, I just briefly read your issue and I thought you have problems with character models, my apologies.

 

 

Hope you also get your issues solved :) Now i just have to try to learn how to properly set materials :) they can be a biii*ch :) No for char models i still use GIMS :O:)

 

Yes thanks it worked... The only thing I can't do with materials is UV Map them as the picture is not actually linked to it, only its name.

 

 

No problem at all :) just apply the UV mapping, and in the Mapping window, press the [ CheckerPattern ( Checker ) ] in the top right corner and press Pick Texture.

Choose the texture you're using for the object you are mapping, and you're good to go mapping your textures properly :)

 

https://dl.dropboxusercontent.com/u/47832794/Image1.png

 

Happy with my result so far :)

https://dl.dropboxusercontent.com/u/47832794/SideBak.png

Everything exporting properly, but i really hope there will be a fix for the ID issues when removing or adding object dummies :)

 

Edited by Firstyminator
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