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WFT/XFT to DFF


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

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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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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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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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@_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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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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: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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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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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.

 

 

:santa: 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.

 

QQ20150601155100_zpsu4zstmwo.jpg

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  • 2 weeks later...

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 by Devon_D
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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 by Devon_D
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NEA Nouman Ejaz Awan

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 by NEA Nouman Ejaz Awan
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