Bernie Buddy Posted June 27, 2013 Share Posted June 27, 2013 (edited) I've been trying to get into GTA IV modeling but I can't find any way to convert the models into a format that I can actually use. Is there any way to convert them to a format that's doesn't require 3dsmax? These are the formats I'm able to import right now: .The ones supported by Blender .3ds .bfd .bvh .dae .xml .dbo .fbx .md2 .md3 .ms3d .obj .x .xmdl .xsi Sorry if this has been posted before. I didn't find anything with search. Edited June 27, 2013 by Bernie Buddy Link to comment Share on other sites More sharing options...
shak-otay Posted June 28, 2013 Share Posted June 28, 2013 but I can't find any way to convert the models into a format that I can actually use.I don't think you'll find a converter for blender. So you might consider using ZModeler. (Full version $22 afaik) There is a student version of 3dsmax. If you aren't studying you might ask a student in your relationship to get and lend you a copy. (As far as you don't use it for commercial projects I don't think that anyone will blame you.) If you don't want to migrate from blender to 3dsmax just for modelling GTA IV all I can say: it's worth a try. 3dsmax is one of the best 3D programs imho. I myself don't have much interest in car models but I just downloaded the MapEditor. Next I will buy GTA IV because I really like to try out Clockwork Mount-Map. Link to comment Share on other sites More sharing options...
Bernie Buddy Posted June 28, 2013 Author Share Posted June 28, 2013 (edited) There must be some way. The .mesh and .skel files don't seem very encrypted or compressed. Surely someone has made a way to import or convert those files. Edited June 28, 2013 by Bernie Buddy Link to comment Share on other sites More sharing options...
shak-otay Posted June 29, 2013 Share Posted June 29, 2013 (edited) There must be some way. Sure, mostly is. Sometimes stony. Especially when im-/exporters exist for 3dsmax. But you might try SparkIV, version 0.7. Import wft, export as smd. Would like to hear this to be working. edit: perfect with wtd; pngs can be extracted The smds, well, didn't use them so far but WFT (FragType) seems to be somewhat complicated. Got this smd: version 1nodes0 "chassis" -11 "seat_dside_f" 02 "seat_pside_f" 03 "wheel_rr" 04 "interiorlight" 05 "engine" 06 "windscreen_f" 07 "petroltank" 08 "door_dside_f" 09 "window_lf" 810 "overheat" 011 "exhaust_2" 012 "exhaust" 013 "window_lr" 014 "window_rr" 015 "misc_a" 016 "misc_b" 017 "misc_c" 018 "door_pside_f" 019 "window_rf" 1820 "misc_d" 021 "siren2" 022 "boot" 023 "static_rotor2" 2224 "moving_rotor2" 2325 "wheel_rf" 026 "wheel_lf" 027 "siren1" 028 "hub_lf" 029 "hub_rf" 030 "siren4" 031 "siren3" 032 "static_rotor1" 033 "moving_rotor1" 3234 "bodyshell" 035 "wheel_lr" 0endskeletontime 00 0.000000 0.000000 0.000000 0.000000 0.000000 0.0000001 0.002041 1.909412 1.168988 0.000000 0.000000 0.0000002 0.002356 3.463258 0.752862 0.000000 0.000000 0.0000003 0.064453 -9.402407 -0.633990 0.000000 0.000000 0.0000004 0.000000 0.808596 1.328478 0.000000 0.000000 0.0000005 -1.089029 -2.398619 1.393598 0.000000 0.000000 0.0000006 -0.000252 1.157123 0.744582 0.000000 0.000000 0.0000007 -1.089029 -2.400061 1.366014 0.000000 0.000000 0.0000008 -0.369979 1.996726 2.070171 0.000000 0.000000 0.0000009 0.000000 0.000000 0.000000 0.000000 0.000000 0.00000010 1.067504 -2.400357 1.380000 0.000000 0.000000 0.00000011 -1.089029 -2.398619 1.393598 0.000000 0.000000 0.00000012 1.067504 -2.425786 1.380000 0.000000 0.000000 0.00000013 -0.000009 1.720502 0.383414 0.000000 0.000000 0.00000014 -0.000017 1.621233 0.373068 0.000000 0.000000 0.00000015 -1.698738 0.718143 0.187956 0.000000 0.000000 0.00000016 0.007817 4.383803 -0.226695 0.000000 0.000000 0.00000017 0.007862 4.383759 -0.226695 0.000000 0.000000 0.00000018 -0.428024 3.328144 1.753940 -1.908960 -0.112895 -3.08532219 0.000000 0.000000 0.000000 0.000000 0.000000 0.00000020 1.703440 0.718144 0.182494 0.000000 0.000000 0.00000021 -1.529588 -2.087646 1.550784 0.000000 0.000000 0.00000022 0.000000 -7.438842 0.420805 0.000000 0.000000 0.00000023 -0.258611 -1.588467 1.797472 0.000000 0.000000 0.00000024 0.000000 0.000000 0.000000 0.000000 0.000000 0.00000025 1.025817 1.396316 -0.590704 0.000000 0.000000 0.00000026 -1.020804 1.396316 -0.590704 0.000000 0.000000 0.00000027 1.507106 -2.098730 1.551148 0.000000 0.000000 0.00000028 -1.020804 1.396316 -0.590704 0.000000 0.000000 0.00000029 1.025817 1.396316 -0.590704 0.000000 0.000000 0.00000030 0.000000 -0.492992 2.464800 0.000000 0.000000 0.00000031 -0.006133 -10.176030 2.794926 0.000000 0.000000 0.00000032 -0.001355 0.313415 2.413316 0.000000 0.000000 0.00000033 0.000000 0.000000 0.000000 0.000000 0.000000 0.00000034 0.000000 0.000000 0.000000 0.000000 0.000000 0.00000035 -1.498550 -9.401832 -0.634654 0.000000 0.000000 0.000000endtrianglesend Not what you wanted I guess. So for wdr maybe OpenIV is a better choice. But therefor WDR must be converted to ODR... Edited July 1, 2013 by shak-otay Link to comment Share on other sites More sharing options...
Bernie Buddy Posted July 1, 2013 Author Share Posted July 1, 2013 .Smd's I can work with. That solves the problem of exporting them for editing, thanks Though I have no idea how I'm going to import them back as .wdr files. Just so you guys know, I'm trying to replace the player model. Link to comment Share on other sites More sharing options...
GooD-NTS Posted July 3, 2013 Share Posted July 3, 2013 Bernie Buddy, currently the best way to edit GTAIV models it is use openFromats from OpenIV. openFormats is the set of text-based formats for making GTAIV/RAGE resources editable through editors (3Ds Max for example). For 3Ds Max we save some scripts which can import/export openFormats: GIMS IV by 3Doomer GIMS Evo IV by 3Doomer openFormats I/O by Alexander Blade Unfortunately we don't have any scripts for other editors such as Maya or Blender. But, as soon as openFormats are text-based I hope to see those scripts in future. Link to comment Share on other sites More sharing options...
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