Rockeroller 0 Posted July 27, 2014 Has anyone here sent _DK models from mcla to look at? Quote Share this post Link to post Share on other sites
Automan 280 Posted August 18, 2014 Oh, my master! This is very good for ZModeler226! Please made xtd2dds! GTA V Console Texture Editor no open my DLC xtd file: Quote Share this post Link to post Share on other sites
Jestic 2,504 Posted August 18, 2014 Oh, my master! This is very good for ZModeler226! Please made xtd2dds! GTA V Console Texture Editor no open my DLC xtd file: Use OpenIV, it can extract DDS, as well as open DLC XTD files. Quote Share this post Link to post Share on other sites
Automan 280 Posted August 18, 2014 (edited) 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 Edited August 18, 2014 by Automan Quote Share this post Link to post Share on other sites
GooD-NTS 2,117 Posted August 18, 2014 (edited) No, Open IV 2.1.0 error: It is works fine in OpenIV:http://googledrive.com/host/0B11nwoK4-MPNdWtZRjlXU1RsaEk/i/2014.08/02.gif Edited February 7, 2015 by TJGM Quote Share this post Link to post Share on other sites
Automan 280 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 Quote Share this post Link to post Share on other sites
rokistaking187 28 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 Quote Share this post Link to post Share on other sites
Silent 15,345 Posted October 23, 2014 You haven't read the first post, have you? Quote Share this post Link to post Share on other sites
direstraits 24 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 Quote Share this post Link to post Share on other sites
_CP_ 9,489 Posted October 26, 2014 Try to extract .xft files by LibertyV instead of OpenIV. Quote Share this post Link to post Share on other sites
direstraits 24 Posted October 26, 2014 Thank you, It worked. I don't get it why Open IV dosen't extract files correctly. Quote Share this post Link to post Share on other sites
DK22Pac 2,479 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. Quote Share this post Link to post Share on other sites
Rented 3,374 Posted November 8, 2014 If it does not work with models exported via OpenIV then what programs do you use to export? Quote Share this post Link to post Share on other sites
Jestic 2,504 Posted November 8, 2014 (edited) 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/ Edited November 8, 2014 by Jestic Quote Share this post Link to post Share on other sites
Rented 3,374 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. Quote Share this post Link to post Share on other sites
Jestic 2,504 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. 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. Quote Share this post Link to post Share on other sites
SAULTHEONE 7 Posted December 22, 2014 does any one know of any conveters that convert san andreas models to rage models Quote Share this post Link to post Share on other sites
shawn0317 0 Posted December 22, 2014 hey i get error same as other guy it saying not enouph room in buffer Quote Share this post Link to post Share on other sites
Automan 280 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? Quote Share this post Link to post Share on other sites
BMWSauberF1.08 2,306 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 Quote Share this post Link to post Share on other sites
DK22Pac 2,479 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 Quote Share this post Link to post Share on other sites
Automan 280 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 Quote Share this post Link to post Share on other sites
Automan 280 Posted February 14, 2015 ...and if possible: Quote Share this post Link to post Share on other sites
BMWSauberF1.08 2,306 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 Quote Share this post Link to post Share on other sites
Automan 280 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! Quote Share this post Link to post Share on other sites
Automan 280 Posted March 20, 2015 (edited) DK22Pak, the program has worsened: --- Occured a YFT to DFF converter, now! Edited April 21, 2015 by Automan Quote Share this post Link to post Share on other sites
DK22Pac 2,479 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 Quote Share this post Link to post Share on other sites
Automan 280 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 Quote Share this post Link to post Share on other sites
SilverRST 3,794 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 Quote Share this post Link to post Share on other sites
_CP_ 9,489 Posted May 15, 2015 @SilverRST ; Level of detail (0-3, 0 - high); iLodLevel = 0 Quote Share this post Link to post Share on other sites