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DK22Pac

WFT/XFT to DFF

Recommended Posts

Automan

What is the parameter to separate the 3D mesh?... :/

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miclin

What is the parameter to separate the 3D mesh?... :/

quote from dk22pac:

 

 

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

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Automan

XD I had stopped to images, with bonnet and doors open! :D;)

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DK22Pac

Update: Added mesh split option; some fixes with col model generation; released sources.

fr9rCmnm.png sMgMOvOm.png 8drvnsvm.png

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Automan

Yeah, very very nice, my master! You are the best! :D

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_CP_

I don't know it's a bug or feature, but vehicles are still in one mesh instead of splitted on parts.

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chasez

I don't know it's a bug or feature, but vehicles are still in one mesh instead of splitted on parts.

 

Same here. Also, dynamic meshes like cloth roof on dune not converted.

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DK22Pac

You must use settings from folder "export_vehicle_model_settings" if you want to export vehicles.

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_CP_

Unfortunately it doesn't work even with bExportAsVehicle set on 1.

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DK22Pac

bExportSkeleton must be enabled too. Why don't you just copy the whole file?

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_CP_

It is, but result is the same.

SEn9Qmkl.png

Edited by _CP_

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DK22Pac

For me it looks like .ini file is ignored somehow.

Can you check if collision file is generated? (you can see this option is disabled in the .ini).

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_CP_

Yep, but it's empty because of exceeding verticles limit.

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SilverRST

Holy sh*t, those GTAV cars are really high poly! They range from 51-75k polygones.

The picador has nearly 52k polygones.

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chasez

Holy sh*t, those GTAV cars are really high poly! They range from 51-75k polygones.

The picador has nearly 52k polygones.

 

Well, not as high as forza models but fair amount of polygons. Nothing impressive.

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SilverRST

 

Holy sh*t, those GTAV cars are really high poly! They range from 51-75k polygones.

The picador has nearly 52k polygones.

 

Well, not as high as forza models but fair amount of polygons. Nothing impressive.

 

Are you kidding? Does kids still wants Forza sh*tmodels in GTAV? Forza converted models are absolute sh*t full of unfinished things and open door intros.

Forza models are not impressive at all.

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chasez

 

 

Holy sh*t, those GTAV cars are really high poly! They range from 51-75k polygones.

The picador has nearly 52k polygones.

 

Well, not as high as forza models but fair amount of polygons. Nothing impressive.

 

Are you kidding? Does kids still wants Forza sh*tmodels in GTAV? Forza converted models are absolute sh*t full of unfinished things and open door intros.

Forza models are not impressive at all.

 

Well...they are but...only in Forza :D Comparing polycounts, Forza has more than GTA5 models. Forza models look unfinished because those unfinished parts you can't see in the Forza game but GTA5 covers every angle.

More poligons gives you more realistic shape of the actual car where less poligons lack details but still can achieve a very good result. Since GTA5 supports higher poligon models (I think more than a half than GTA4), there will be less problems (infamous "taxi bug" is one of them) with modded cars.

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Automan

The low-poly nextgen corresponds to high-poly oldgen. :)

(The tuning parties, however, are just high-poly).

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SilverRST

The low-poly nextgen corresponds to high-poly oldgen. :)

(The tuning parties, however, are just high-poly).

Do you know where the mods wheels are stored? I forgot them and can't remember where.

I only know the modding stuff such as spoilers for some each vehicles.

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_CP_

@SilverRST
x64i.rpf\levels\gta5\vehiclemods\wheels_mods.rpf.

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SilverRST

@SilverRST

x64i.rpf\levels\gta5\vehiclemods\wheels_mods.rpf.

Damn, I totally missed that. Thanks a lot.

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DK22Pac

 

@_CP_: I've replaced .ini reader, try now; also fixed fScaleMultiplier didn't work when exporting as vehicle.

Edited by DK22Pac

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_CP_

I don't know what's wrong again, but PC meshes are still in one piece, even after replacing .ini from export_vehicle_model_settings.

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NEA Nouman Ejaz Awan

These tools don't work on 32bit Windows, can you make YTD,Ydd, (GTA V PC) Converter for 32bit Windows. Please Sir!!!!!!!!

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DK22Pac

WinXP?

 

These tools don't work on 32bit Windows, can you make YTD,Ydd, (GTA V PC) Converter for 32bit Windows. Please Sir!!!!!!!!

Can you contact me on Skype so we could check what's the problem?

 

I don't know what's wrong again, but PC meshes are still in one piece, even after replacing .ini from export_vehicle_model_settings.

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simkas

Nevermind, it was related to my import plugin, it works now.

Edited by simkas

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Alvarez

Is it as easy to convert from DFF to YDD or is it a completely different case because of de-/encryption issues?

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Yoha

:lol::lol:

Amazing!

I can now import cars of GTA V into 3dsMax.

But, it seems all the models of this car are been merged as one model. not several parts.

 

And I export DFF file out, then found this new dff file can not been converted to yft file.

This function is not been ready yet, right?

 

 

Here is the image:

QQ20150601093109_zpskffnu0mc.jpg

 

QQ20150601093119_zpsmzygqgac.jpg

Edited by Yoha

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DK22Pac

There's no function for converting into .yft and it's not even planned.

Be patient and wait for OFIO/GIMS update (or RageDK release?) :p

 

Replace default .ini with the one from export_vehicle_model_settings folder.

 

But, it seems all the models of this car are been merged as one model. not several parts.

Edited by DK22Pac

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