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WFT/XFT to DFF


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  • 2 months later...

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

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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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  • 2 weeks later...

 

 

 

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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  • 1 month later...
  • 1 month later...
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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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 by DK22Pac
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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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  • 1 month later...
  • 1 month later...

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

fr9rCmnm.png sMgMOvOm.png 8drvnsvm.png

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