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DK22Pac

WFT/XFT to DFF

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Rockeroller

Has anyone here sent _DK models from mcla to look at?

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Automan
Oh, my master! This is very good for ZModeler226! :D

Please made xtd2dds! :D

GTA V Console Texture Editor no open my DLC xtd file:

GTAVCTError.jpg

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Jestic

 

Oh, my master! This is very good for ZModeler226! :D
Please made xtd2dds! :D
GTA V Console Texture Editor no open my DLC xtd file:
GTAVCTError.jpg

 

Use OpenIV, it can extract DDS, as well as open DLC XTD files.

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Automan

No, Open IV 2.1.0 error:

 

 

Time: "18.44.03"
Type: "EAccessViolation"
Message: "Access violation at address 100032C3 in module 'xcompress.dll'. Read of address 001372CA"
Additional information:
[Application Context]
GetThreadLocale=1040 (0x0410)
Game::Path=C:\CC\_\_MOF_mods\MisterixMod\121 Misterix 4 - Star Trek\JOB\VEHICLES\GTAVcar\CONVERTI&IMPERA\fake GTA V\
GetSystemDefaultLangID=1040
App::Path=C:\Documents and Settings\Maurizio\Impostazioni locali\Dati applicazioni\New Technology Studio\Apps\OpenIV\
App::Lang=en_GB
Main::ExploreArchiveNode::WorkItem=C:\CC\_\_MOF_mods\MisterixMod\121 Misterix 4 - Star Trek\JOB\VEHICLES\GTAVcar\CONVERTI&IMPERA\fake GTA V\
Main::ExploreArchiveNode::ParentArchive=C:\CC\_\_MOF_mods\MisterixMod\121 Misterix 4 - Star Trek\JOB\VEHICLES\GTAVcar\CONVERTI&IMPERA\fake GTA V\
App::Temp=C:\DOCUME~1\Maurizio\IMPOST~1\Temp\OpenIV_01138A64\
OS=Windows XP Service Pack 3 (Version 5.1, Build 2600, 32-bit Edition)
GetSystemDefaultLCID=1040
Game::ID=Five (GTA V)
Game::Platform=xenon_v
SysLocale={ DefaultLCID: "1040", PriLangID: "16", SubLangID: "1", FarEast: "True", MiddleEast: "True" }
[Application Windows]
TErrorWindow=OpenIV - Application error
TMainWindow=OpenIV - GTA V - [Read only mode]
TActionsModule=ActionsModule
TTextureEditorWindow=btype.xtd - OpenIV Texture viewer
TErrorWindow=OpenIV - Application error
Release: 2.1.0.528 15.08.2014
Address: "0x100032C3"
Procedure: "Unknown function at XMemCreateDecompressionContext"
Unit: "", Line: "0"
Stack:
[100032C3] Unknown function at XMemCreateDecompressionContext + $20AC
[7C9132A6] RtlConvertUlongToLargeInteger + $68
[7C913275] RtlConvertUlongToLargeInteger + $37
[7C93A8BE] Unknown function at wcstol + $137
[7C92021D] RtlAllocateHeap + $159
[7C920196] RtlAllocateHeap + $D2
[7C9201D6] RtlAllocateHeap + $112
[7C91E485] KiUserExceptionDispatcher + $9
[7C9200B3] Unknown function at RtlFreeHeap + $186
[7C92003C] RtlFreeHeap + $10F
[7C920058] RtlFreeHeap + $12B
[7C922E5C] RtlValidSid + $3A
[7C924EE2] RtlAppendUnicodeToString + $48
[7C9200B3] Unknown function at RtlFreeHeap + $186
[7C92003C] RtlFreeHeap + $10F
[7C920058] RtlFreeHeap + $12B
[77E943DB] SHRegGetValueW + $AC
[77E943E8] SHRegGetValueW + $B9
[7C923F80] Unknown function at RtlDetermineDosPathNameType_U + $4BE
[7C923F8D] Unknown function at RtlDetermineDosPathNameType_U + $4CB
[7C923F80] Unknown function at RtlDetermineDosPathNameType_U + $4BE
[7C920432] RtlAcquirePebLock + $25
[7C920439] RtlAcquirePebLock + $2C
[7C92414D] Unknown function at RtlDetermineDosPathNameType_U + $68B
[7C92045D] RtlReleasePebLock + $C
[7C924212] Unknown function at RtlDetermineDosPathNameType_U + $750
[7C9241DA] Unknown function at RtlDetermineDosPathNameType_U + $718
[7C92045D] RtlReleasePebLock + $C
[7C924212] Unknown function at RtlDetermineDosPathNameType_U + $750
[7C9201D6] RtlAllocateHeap + $112
[00450045] System.Rtti.TValue.ToString (Line 2665, "System.Rtti.pas" + 2) + $9
[0074005D] RenderFramework.AwesomeUI.Controls.TreeView.UITreeViewNode.RenderNode (Line 280, "RenderFramework.AwesomeUI.Controls.TreeView.pas" + 12) + $40
[00700076] RenderFramework.AwesomeUI.Classes.{System.Generics.Collections}TDictionary<System.string,RenderFramework.AwesomeUI.Classes.UIKeyBinding>.Add (Line 56, "System.Generics.Defaults.pas" + 0) + $59
[7C9200B3] Unknown function at RtlFreeHeap + $186
[1000369A] Unknown function at XMemCreateDecompressionContext + $2483
[10002132] Unknown function at XMemCreateDecompressionContext + $F1B
[10001A33] Unknown function at XMemCreateDecompressionContext + $81C
[100017E9] Unknown function at XMemCreateDecompressionContext + $5D2
[10001389] Unknown function at XMemCreateDecompressionContext + $172
[10001199] XMemDecompressStream + $1E
[0066A74F] Rage.Compressions.TCompressionXLib_V.Decompress (Line 434, "Rage.Compressions.pas" + 16) + $18
[0066CCE6] Rage.Common.CRage.DecompressStream (Line 214, "Rage.Common.pas" + 1) + $13
[0074C31C] Rage.Resources.IO.TRageResourceFile.GetCompressedData (Line 134, "Rage.Resources.IO.pas" + 13) + $26
[0074C7E4] Rage.Resources.IO.TRageResourceFile.ReadStreamAndCreateSegments (Line 211, "Rage.Resources.IO.pas" + 10) + $4
[0074C227] Rage.Resources.IO.TRageResourceFile.Create (Line 113, "Rage.Resources.IO.pas" + 5) + $4
[00EFDDE8] OpenIV.TypeLibrary2.GTAVResourcesXenon.CResource.Load<Rage.Collections.pgDictionary<Rage.Graphics3.Texture.Xenon.grcTextureXenonD3D9>> (Line 142, "Rage.Resources.pas" + -30) + $18
[00F71BF1] Tools.TextureEditor.GTAVProcessor.Xenon.TFiveTextureEditorProcessorXenon.LoadTxdStore (Line 68, "Tools.TextureEditor.GTAVProcessor.Xenon.pas" + 2) + $17
[00F71B44] Tools.TextureEditor.GTAVProcessor.Xenon.TFiveTextureEditorProcessorXenon.LoadResourceFromFile (Line 53, "Tools.TextureEditor.GTAVProcessor.Xenon.pas" + 4) + $4
[00E43D57] Tools.TextureEditor.Window.TTextureEditorWindow.LoadContent (Line 219, "Tools.TextureEditor.Window.pas" + 2) + $E
[00E42330] Tools.TextureEditor.Render.CDXBaseTextureEditorRender.RequestContent (Line 84, "Tools.TextureEditor.Render.pas" + 1) + $C
[00DFA349] Tools.Framework.RenderBase.CDXBaseRender.OnCreateDevice (Line 119, "Tools.Framework.RenderBase.pas" + 23) + $7
[0064782E] RenderFramework.CFramework.OnCreateDevice (Line 282, "RenderFramework.pas" + 3) + $12
[006476D3] RenderFramework.CFramework.Initialize (Line 244, "RenderFramework.pas" + 28) + $3
[00E4BB57] Tools.TextureEditor.Window.{Tools.Framework.WindowRenderBase}TRenderViewerWindow<Tools.TextureEditor.Render.CDXTextureEditorRender>.Load (Line 174, "Tools.Framework.WindowRenderBase.pas" + 5) + $13
[00E43C7A] Tools.TextureEditor.Window.TTextureEditorWindow.Load (Line 205, "Tools.TextureEditor.Window.pas" + 6) + $5
[00CDF4CB] Tools.Framework.BaseClass.CBaseToolClass.Main (Line 151, "Tools.Framework.BaseClass.pas" + 12) + $6
[00E4C00E] Tools.TextureEditor.TextureEditor.OpenExternalFile (Line 67, "Tools.TextureEditor.pas" + 1) + $27
[00CE5A41] Tools.Framework.CToolsFramework.OpenExternalFile (Line 275, "Tools.Framework.pas" + 4) + $10
[00D5B455] UI.System.TActionsModule.toolOpenFileInClick (Line 3351, "UI.System.pas" + 25) + $22
[0060C69A] Vcl.Menus.TMenuItem.Click + $AA
[0060DC93] Vcl.Menus.TMenu.DispatchCommand + $13
[0060EF02] Vcl.Menus.TPopupList.WndProc + $82
[7E398BD3] Unknown function at GetWindowThreadProcessId + $153
[7E398854] Unknown function at GetDC + $18D
[7E398825] Unknown function at GetDC + $15E
[0060EE51] Vcl.Menus.TPopupList.MainWndProc + $1D
[004C7D30] System.Classes.StdWndProc + $14
[7E398731] Unknown function at GetDC + $6A
[7E398811] Unknown function at GetDC + $14A
[7C830C8B] Unknown function at GlobalDeleteAtom + $C8
[7E3989C8] Unknown function at GetWindowLongW + $122
[00627248] Vcl.Forms.TApplication.CancelHint + $C
[7E398A0B] DispatchMessageW + $A
[00625EC7] Vcl.Forms.TApplication.ProcessMessage + $F3
[00625F0A] Vcl.Forms.TApplication.HandleMessage + $A
[00626245] Vcl.Forms.TApplication.Run + $C9
[00D77B5C] OpenIV.Application.CProgram.ApplicationMain (Line 124, "OpenIV.Application.pas" + 12) + $7
[00D77AA0] OpenIV.Application.CProgram.Main (Line 108, "OpenIV.Application.pas" + 3) + $5
[00D79604] Black.Application.CBlackApplication.Main (Line 108, "Black.Application.pas" + 20) + $5
[010A0BEE] OpenIV.OpenIV (Line 506, "OpenIV.dpr" + 11) + $5
[7C817074] Unknown function at RegisterWaitForInputIdle + $46

 

 

Open_IVxtd_View1.jpg
Open_IVxtd_View2.jpg
Edited by Automan

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Automan
I have extracting the files xtd from the file rpf with Open IV,

instead of Liberty V r47, and the textures works perfectly

also in Open IV, now. :)

Edited by Automan

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rokistaking187

does this tool automatically convert WFT/XFT to dff ? :catspider:

 

edit:my bad wasn't lookin' on the post ...

Edited by rokistaking187

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Silent

You haven't read the first post, have you?

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direstraits

I'm trying to convert a car from gta V Xbox, but I'm getting a error. "Incorrect Pointer"

Conversion started...Model C:\New Folder\ambulance_hi.xftResource (XDR) Sys size: 98304 Gfx size: 647168

v1RxwpG.jpg

 

Please Help

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_CP_

Try to extract .xft files by LibertyV instead of OpenIV.

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direstraits

Thank you, It worked.
I don't get it why Open IV dosen't extract files correctly.

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DK22Pac

OpenIV extracts files fine, but it doesn't decompress them (it actually shouldn't do it),

XFT2DFF works with decompressed files only.

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Rented

If it does not work with models exported via OpenIV then what programs do you use to export?

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Rented

 

 

 

If it does not work with models exported via OpenIV then what programs do you use to export?

 

LibertyV.

http://gtaforums.com/topic/594175-relgtav-libertyv/

 

Sorry my bad, I forgot to mention that I want to export Max Payne 3 models.

 

Thank you anyway, but I can already edit GTA V models, I read through the topic, unfortunately no one mentioned a program for MP3.

 

But could I ask you to link the "load IPL" plugin that you mentioned, please.

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Jestic

 

 

 

 

If it does not work with models exported via OpenIV then what programs do you use to export?

 

LibertyV.

http://gtaforums.com/topic/594175-relgtav-libertyv/

 

Sorry my bad, I forgot to mention that I want to export Max Payne 3 models.

 

Thank you anyway, but I can already edit GTA V models, I read through the topic, unfortunately no one mentioned a program for MP3.

 

But could I ask you to link the "load IPL" plugin that you mentioned, please.

 

 

Here goes:

https://www.dropbox.com/s/8wddpe5ccyfgkv3/sa_tools.rar?dl=0

 

And MP3 models, you can only convert *.WFT, so not *.WDR or *.WDD. Use OpenIV.

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SAULTHEONE

does any one know of any conveters that convert san andreas models to rage models

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shawn0317

hey i get error same as other guy it saying not enouph room in buffer

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Automan

DK22Pac, The Massacre Racer from GTA-V DLC Festive Surprise, for example,

has the UV-Mapping for livrery on channel 2.

But wftxfttodff to Bonnet and Boot assigns only one channel UV Channels, and the mapping is lost...

Can you do something? :)

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BMWSauberF1.08

sorry for bumping this topic

DK22Pac, The Massacre Racer from GTA-V DLC Festive Surprise, for example,

has the UV-Mapping for livrery on channel 2.

But wftxfttodff to Bonnet and Boot assigns only one channel UV Channels, and the mapping is lost...

Can you do something? :)

it happen also on the jester,the secound uv-channel is missing from the doors and the boot

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Automan

...and if possible:

 

XFTto_DDF.jpg

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BMWSauberF1.08

the original v prelight color can be useful if you want to convert the dff to a wft and the flipped faces problem is not a big issue,but yes the broken uv channels for dlc vehicles need to be fixed

Edited by Aztecas_5

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Automan

Certainly it is not essential, but it would work less to do! :D

I would not mind, since I am converting them all! :D

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Automan

DK22Pak, the program has worsened:
xft_TOdff2error_UVmapping.jpg

 

---

 

Occured a YFT to DFF converter, now! :D

Edited by Automan

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DK22Pac

Update - added ytd/ydr/ydd/yft > txd/dff/col converter.

Main features:

-2dfx export

-Day/night prelight calculation

-Collision file generation

-Breakable model generation

-Wide list of settings

Vehicle models are currently exported as skinned mesh. Auto-splitting may be added in future.

Edited by DK22Pac

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Automan

Yft converter (version with gerarchy) locked DFF file:
dff_is_locked.jpg

[GENRL];; Write info to log.txt;bEnableLog = 0;; Use hashes instead of real file names. This is useful since there's a limit with 20 symbols for file name inside IMG archive;bHashedFileNames = 0;;;             TEXTURES;;; Lower dimensions for textures - 1 to use 2nd level, 2 - 3rd ...;iBaseTextureLevel = 0;; Anisotropy level for textures;iAnisotropyLevel = 0;; Extended texture name - don't use this if you don't know what is this;bExtendedTextureName = 0;;;;             MODELS;;;; Scale models;fScaleMultiplier = 1.0;; Level of detail (0-3, 0 - high);iLodLevel = 0;; Generate collision models (they will be stored in separated .col files, use col_merge tool to pack them into one .col file;bGenerateCollision = 0;; Make collision mesh optimization;bOptimizeCollisionMesh = 1;; Generate AABB tree for collision model;bGenerateCollisionAABBTree = 1;; Collision model default lighting intensity (0-255);iCollisionModelLighting = 255;; Skip large (and thus invalid) col model or try to delete excess faces.; Disable this if you wan to fix invalid models manually;bSkipLargeCol = 1;; Export bones and hierarchy data (don't enable this if you want to convert map objects);bExportSkeleton = 1;; Export vertex colors - this is skipped if bGenerateDayPrelight is enabled;bExportVertexColors = 0;; Export normals;bExportNormals = 1;; First UV channel (-1 - export all, 0 - first, 1 - second,...);iFirstUVChannel = -1;; Second UV channel. This is ignored if iFirstUVChannel is set to -1. If iFirstUVChannel is not set to -1; and iSecondUVChannel is set to -1, iSecondUVChannel is not used (so only one UV channel will be exported);iSecondUVChannel = 1;; Calculate day lighting;bGenerateDayPrelight = 0;; Calculate day lighting for dynamic (yft) models;bGenerateDPForDynamicObjects = 0;; Calculate night lighting;bGenerateNightPrelight = 0;; Calculate night lighting for dynamic (yft) models;bGenerateNPForDynamicObjects = 0;; Sun prelight parameters;fPrelightSunX = 1.0fPrelightSunY = 1.0fPrelightSunZ = 0.5iPrelightSunColorR = 255iPrelightSunColorG = 255iPrelightSunColorB = 255fPrelightSunRangeA = 0.5fPrelightSunRangeB = 1.0;; Night lighting parameters;fNightPrelightBaseLevel = 0.1fNightPrelightMultiplier = 0.2;; 2dfx parameters;f2dfxCoronaSizeMultiplier = 1.0f2dfxPointlightSizeMultiplier = 12.0f2dfxShadowSizeMultiplier = 7.0i2dfxShadowIntensity = 100 ; (0-255)f2dfxCoronaFarClip = 150.0;; Default material properties;fMaterialDiffuse = 1.0fMaterialAmbient = 1.0;; Export vehicle colors info;bExportVehicleColors = 1;; Generate breakable data for dynamic (yft) models;bGenerateBreakableModel = 0;; Breakable model lighting. This is used only when bGenerateNPForDynamicObjects is disabled;fBreakableLighting = 0.3;; Broken model lighting - this will be multiplied with breakable model lighting;fBrokenLighting = 0.5

The problem is:

; First UV channel (-1 - export all, 0 - first, 1 - second,...);iFirstUVChannel = -1

This is fine for UV-mapping:

; First UV channel (-1 - export all, 0 - first, 1 - second,...);iFirstUVChannel = 0;; Second UV channel. This is ignored if iFirstUVChannel is set to -1. If iFirstUVChannelis not set to -1; and iSecondUVChannel is set to -1, iSecondUVChannel is not used (so only one UVchannel will be exported);iSecondUVChannel = 0
Channel_UV_mapping.jpg

 

So, if now UV-mapping is not correct, channel 2 to 1:
Channel_2_to_1.jpg

 

- - - -

 

And only 1 mesh?...:
only_1_mesh.jpg

Edited by Automan

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SilverRST

Update - added ytd/ydr/ydd/yft > txd/dff/col converter.

Main features:

-2dfx export

-Day/night prelight calculation

-Collision file generation

-Breakable model generation

-Wide list of settings

Vehicle models are currently exported as skinned mesh. Auto-splitting may be added in future.

 

 

Is it also possible in future to add LODs import? GTAIV has different LODS, or better said, just the low-poly meshes for distance for example.

Edited by SilverRST

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_CP_

@SilverRST

; Level of detail (0-3, 0 - high); iLodLevel = 0

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