Automan Posted August 19, 2014 Share Posted August 19, 2014 (edited) 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 August 21, 2014 by Automan Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1066033498 Share on other sites More sharing options...
rokistaking187 Posted October 23, 2014 Share Posted October 23, 2014 (edited) does this tool automatically convert WFT/XFT to dff ? edit:my bad wasn't lookin' on the post ... Edited October 23, 2014 by rokistaking187 Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1066352715 Share on other sites More sharing options...
Silent Posted October 23, 2014 Share Posted October 23, 2014 You haven't read the first post, have you? Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1066352738 Share on other sites More sharing options...
direstraits Posted October 26, 2014 Share Posted October 26, 2014 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 Please Help Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1066366845 Share on other sites More sharing options...
_CP_ Posted October 26, 2014 Share Posted October 26, 2014 Try to extract .xft files by LibertyV instead of OpenIV. direstraits 1 Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1066367390 Share on other sites More sharing options...
direstraits Posted October 26, 2014 Share Posted October 26, 2014 Thank you, It worked. I don't get it why Open IV dosen't extract files correctly. Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1066369347 Share on other sites More sharing options...
DK22Pac Posted October 27, 2014 Author Share Posted October 27, 2014 OpenIV extracts files fine, but it doesn't decompress them (it actually shouldn't do it), XFT2DFF works with decompressed files only. frostbiT 1 Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1066371117 Share on other sites More sharing options...
Rented Posted November 8, 2014 Share Posted November 8, 2014 If it does not work with models exported via OpenIV then what programs do you use to export? Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1066435765 Share on other sites More sharing options...
Rented Posted November 8, 2014 Share Posted November 8, 2014 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. Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1066437590 Share on other sites More sharing options...
SAULTHEONE Posted December 22, 2014 Share Posted December 22, 2014 does any one know of any conveters that convert san andreas models to rage models Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1066690443 Share on other sites More sharing options...
shawn0317 Posted December 22, 2014 Share Posted December 22, 2014 hey i get error same as other guy it saying not enouph room in buffer Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1066695121 Share on other sites More sharing options...
Automan Posted December 29, 2014 Share Posted December 29, 2014 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? Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1066729974 Share on other sites More sharing options...
BMWSauberF1.08 Posted February 6, 2015 Share Posted February 6, 2015 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 Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1066930889 Share on other sites More sharing options...
DK22Pac Posted February 7, 2015 Author Share Posted February 7, 2015 (edited) Try with this updated tool http://www.mediafire.com/download/mydvf6e8e0b6a6n/xdr2dff.rar If this won't work, send me these models (xdr files). Edited February 7, 2015 by DK22Pac Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1066933658 Share on other sites More sharing options...
Automan Posted February 7, 2015 Share Posted February 7, 2015 Not work... Massacro and Jester, file 3D and Texture: (The file 3D is xft, no xdr). http://www.mediafire.com/download/677fg998vs047r7/DLCFestiveMassacroJester.rar Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1066933735 Share on other sites More sharing options...
Automan Posted February 14, 2015 Share Posted February 14, 2015 ...and if possible: Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1066965353 Share on other sites More sharing options...
BMWSauberF1.08 Posted February 14, 2015 Share Posted February 14, 2015 (edited) 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 February 14, 2015 by Aztecas_5 Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1066965555 Share on other sites More sharing options...
Automan Posted February 15, 2015 Share Posted February 15, 2015 Certainly it is not essential, but it would work less to do! I would not mind, since I am converting them all! Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1066970539 Share on other sites More sharing options...
Automan Posted March 20, 2015 Share Posted March 20, 2015 (edited) DK22Pak, the program has worsened: --- Occured a YFT to DFF converter, now! Edited April 21, 2015 by Automan Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1067163725 Share on other sites More sharing options...
DK22Pac Posted May 14, 2015 Author Share Posted May 14, 2015 (edited) 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 May 14, 2015 by DK22Pac XanaBax, _CP_, The_GTA and 7 others 10 Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1067463112 Share on other sites More sharing options...
Automan Posted May 15, 2015 Share Posted May 15, 2015 (edited) Yft converter (version with gerarchy) locked DFF file: [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 So, if now UV-mapping is not correct, channel 2 to 1: - - - - And only 1 mesh?...: Edited May 15, 2015 by Automan Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1067468443 Share on other sites More sharing options...
SilverRST Posted May 15, 2015 Share Posted May 15, 2015 (edited) 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 May 15, 2015 by SilverRST Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1067469854 Share on other sites More sharing options...
_CP_ Posted May 15, 2015 Share Posted May 15, 2015 @SilverRST ; Level of detail (0-3, 0 - high); iLodLevel = 0 Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1067470253 Share on other sites More sharing options...
Automan Posted May 16, 2015 Share Posted May 16, 2015 What is the parameter to separate the 3D mesh?... Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1067473044 Share on other sites More sharing options...
miclin Posted May 16, 2015 Share Posted May 16, 2015 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. Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1067473371 Share on other sites More sharing options...
Automan Posted May 16, 2015 Share Posted May 16, 2015 XD I had stopped to images, with bonnet and doors open! Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1067473562 Share on other sites More sharing options...
DK22Pac Posted May 20, 2015 Author Share Posted May 20, 2015 Update: Added mesh split option; some fixes with col model generation; released sources. XanaBax, Ezekiel, Alvarez and 4 others 7 Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1067491215 Share on other sites More sharing options...
Automan Posted May 20, 2015 Share Posted May 20, 2015 Yeah, very very nice, my master! You are the best! Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1067491459 Share on other sites More sharing options...
_CP_ Posted May 22, 2015 Share Posted May 22, 2015 I don't know it's a bug or feature, but vehicles are still in one mesh instead of splitted on parts. chasez 1 Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1067498246 Share on other sites More sharing options...
chasez Posted May 22, 2015 Share Posted May 22, 2015 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. Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/2/#findComment-1067498262 Share on other sites More sharing options...
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