DK22Pac Posted May 22, 2015 Author Share Posted May 22, 2015 You must use settings from folder "export_vehicle_model_settings" if you want to export vehicles. Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067498287 Share on other sites More sharing options...
_CP_ Posted May 22, 2015 Share Posted May 22, 2015 Unfortunately it doesn't work even with bExportAsVehicle set on 1. Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067500108 Share on other sites More sharing options...
DK22Pac Posted May 22, 2015 Author Share Posted May 22, 2015 bExportSkeleton must be enabled too. Why don't you just copy the whole file? Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067500251 Share on other sites More sharing options...
_CP_ Posted May 23, 2015 Share Posted May 23, 2015 (edited) It is, but result is the same. Edited May 23, 2015 by _CP_ Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067501603 Share on other sites More sharing options...
DK22Pac Posted May 23, 2015 Author Share Posted May 23, 2015 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). Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067501684 Share on other sites More sharing options...
_CP_ Posted May 23, 2015 Share Posted May 23, 2015 Yep, but it's empty because of exceeding verticles limit. Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067501698 Share on other sites More sharing options...
SilverRST Posted May 23, 2015 Share Posted May 23, 2015 Holy sh*t, those GTAV cars are really high poly! They range from 51-75k polygones. The picador has nearly 52k polygones. Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067502184 Share on other sites More sharing options...
chasez Posted May 23, 2015 Share Posted May 23, 2015 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. Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067502235 Share on other sites More sharing options...
SilverRST Posted May 23, 2015 Share Posted May 23, 2015 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. Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067502403 Share on other sites More sharing options...
chasez Posted May 24, 2015 Share Posted May 24, 2015 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 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. Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067503889 Share on other sites More sharing options...
Automan Posted May 24, 2015 Share Posted May 24, 2015 The low-poly nextgen corresponds to high-poly oldgen. (The tuning parties, however, are just high-poly). Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067504812 Share on other sites More sharing options...
SilverRST Posted May 24, 2015 Share Posted May 24, 2015 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. Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067506620 Share on other sites More sharing options...
_CP_ Posted May 24, 2015 Share Posted May 24, 2015 @SilverRST x64i.rpf\levels\gta5\vehiclemods\wheels_mods.rpf. Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067507207 Share on other sites More sharing options...
SilverRST Posted May 24, 2015 Share Posted May 24, 2015 @SilverRST x64i.rpf\levels\gta5\vehiclemods\wheels_mods.rpf. Damn, I totally missed that. Thanks a lot. Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067507492 Share on other sites More sharing options...
DK22Pac Posted May 24, 2015 Author Share Posted May 24, 2015 (edited) @_CP_: I've replaced .ini reader, try now; also fixed fScaleMultiplier didn't work when exporting as vehicle. Edited May 24, 2015 by DK22Pac Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067507525 Share on other sites More sharing options...
_CP_ Posted May 25, 2015 Share Posted May 25, 2015 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. Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067508740 Share on other sites More sharing options...
Automan Posted May 25, 2015 Share Posted May 25, 2015 I have search all vehicles/wheels/extras/dlcs: http://gtaforums.com/topic/788114-v-pc-vehicles-files-list/ I have converted Blista Compact lowpoly. Pending approval of GTAinside.com. Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067509172 Share on other sites More sharing options...
NEA Nouman Ejaz Awan Posted May 25, 2015 Share Posted May 25, 2015 These tools don't work on 32bit Windows, can you make YTD,Ydd, (GTA V PC) Converter for 32bit Windows. Please Sir!!!!!!!! Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067509817 Share on other sites More sharing options...
DK22Pac Posted May 27, 2015 Author Share Posted May 27, 2015 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. Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067519465 Share on other sites More sharing options...
simkas Posted May 28, 2015 Share Posted May 28, 2015 (edited) Nevermind, it was related to my import plugin, it works now. Edited May 28, 2015 by simkas Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067522008 Share on other sites More sharing options...
Alvarez Posted May 31, 2015 Share Posted May 31, 2015 Is it as easy to convert from DFF to YDD or is it a completely different case because of de-/encryption issues? Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067532235 Share on other sites More sharing options...
Yoha Posted June 1, 2015 Share Posted June 1, 2015 (edited) 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: Edited June 1, 2015 by Yoha Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067535043 Share on other sites More sharing options...
DK22Pac Posted June 1, 2015 Author Share Posted June 1, 2015 (edited) 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?) 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 June 1, 2015 by DK22Pac Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067535556 Share on other sites More sharing options...
Yoha Posted June 1, 2015 Share Posted June 1, 2015 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?) 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. Thank you for so quick reply! Sure, I will look forward that I/O. I did what you said, replaced the "GeneralSettings.ini" in converter folder with the one from export_vehicle_model_settings folder. But, the result is same, I guess. Check the below image, 2 models of same car, but been convertered by different "GeneralSetting.ini". The parts of this still been merged. Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067535959 Share on other sites More sharing options...
Devon_D Posted June 10, 2015 Share Posted June 10, 2015 (edited) Hello GTAForums users, I hope that this thread isn't considered 'dead' (it's only been a week since the last edit) but I've been following the progress of GTA V PC asset extraction since the beginning and I have some questions about the YDDtoDFF converter listed on the first post. Mainly, I get an error saying that I am missing the MSVC110.DLL (which led me to a dead-end in terms of solutions) but that's not my issue really as I have a friend that can convert models for me (temporarily). I was mainly wondering how I could import converted DFF files into a usable format for 3DS MAX. I'm interested in using the arms\hands models for rigging and stuff, but I'm having issues getting the models into 3DS at all. I have 3DS max 8 and 2014, does anyone here know if there are any tools that are compatible with these programs so I can do this? By the way, I made an account just to ask these questions, but I've been a silent lurker in these forums since 2006 or so. I used to install mods in GTA 3, VC, and SA for the kicks. These days I can pretty much model and texture my own stuff, but I'd like to try out some of GTA Vs stuff too (probably put it in another game). Edited June 10, 2015 by Devon_D Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067575081 Share on other sites More sharing options...
Automan Posted June 10, 2015 Share Posted June 10, 2015 But you have the scripts KAM's for GTA, in 3dsmax?... Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067578938 Share on other sites More sharing options...
Devon_D Posted June 11, 2015 Share Posted June 11, 2015 (edited) Yes, I can load the tools using 3ds 2014, however when I try using the GTA DFF IO tool, selecting the .dff model with the Import button doesn't seem to let me do anything. It's probably a simple process but I'm new to importing\exporting DFF filetypes and I'm more used to using GIMS IV for GTA IV. Perhaps you could explain how I could import the models after converting them with the YDD converter? Do I need all the files that were output, or is the DFF file alone good enough? EDIT: I apologize for my noobiness, I totally forgot that the scaling for the GTA games (or at least, their importers) is super small. Small enough that I never noticed the hands in 3ds. It worked, thanks for your help! Edited June 11, 2015 by Devon_D Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067587208 Share on other sites More sharing options...
NEA Nouman Ejaz Awan Posted June 12, 2015 Share Posted June 12, 2015 (edited) Wft/Xft2dff works correctly on my PC. Wtd2txd also works on my PC. Liberty V_r47 doesn't works on my PC. It displays this error: The application failed to initialize properly (0¡Ác0000135). Click OK to terminate the application. YTD, ydd (GTA v PC) converter also doesn't work, I have tested the latest version.. I use Windows XP 32bit. On my PC DirectX 9.0 works correctly but DirectX 9.0C doesn't work on my PC. My PC is Intel Pentium 4 2.60GHz processor. I'll buy 1GB RAM soon, for now my PC RAM is 248MB. Help me about it! Edited June 12, 2015 by NEA Nouman Ejaz Awan Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067593975 Share on other sites More sharing options...
_CP_ Posted June 12, 2015 Share Posted June 12, 2015 Use OpenIV to extract .ytd/.ydr/.ydd files from archives. Z@gor 1 Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067594722 Share on other sites More sharing options...
NEA Nouman Ejaz Awan Posted June 13, 2015 Share Posted June 13, 2015 Use OpenIV to extract .ytd/.ydr/.ydd files from archives.OpenIV's GTA V version doesn't work on my PC. Link to comment https://gtaforums.com/topic/706908-wftxft-to-dff/page/3/#findComment-1067598160 Share on other sites More sharing options...
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