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WFT/XFT to DFF


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Use OpenIV to extract .ytd/.ydr/.ydd files from archives.

OpenIV's GTA V version doesn't work on my PC.

 

You know we have topic where you can report your issues with OpenIV right here.
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  • 3 weeks later...
Illuminat3m

I Just got GTA V for PC , Thanks for making able to Convert YDD Models Files to other sources like DFF , so i was able to Extract some GTA Online items , working with the I'll gotten gains update , got some cool stuff , uhm , just curious @dk22pac , would you share with us the WDRtoDFF or other formats batch file converter? , i would like to convert some models from Max Payne 3, since they are locked with some sort file coding, Thanks in advance!

 

vlWGdnl.jpg?1

 

Thanks DK22Pac!

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  • 2 weeks later...
AlphaWolF_uk

PLEASE!

If you can possibly make a tool or add support to convert native GTAV model formats to FBX and back again it would be the best GTA mod tool avalible

FBX is the industry standard in game development and every 3d modeling program worth anything supports it natively EG: All autodesk products ,zbrush ,blender.

 

It can contain everything including skin data, models, Animations, Morph targets, layers, lods, collision meshes, EVERYTHING Its the best 3d format ive ever come across and would open up GTA modding to everybody and simplify the GTA modding process without any need for multiple steps and conversion tools.

 

workflow:

Once the native file is extracted with OpenIV.

 

(native GTA FILE TO FBX convertor) -> (ANY 3D MODELING PROGRAM) -> & BACK AGAIN = extremely simple workflow :)

Edited by AlphaWolF_uk
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Both ZM2 that 3dsmax importing dff can then export to .3ds and .obj.
Convert .3ds and .obj files in fbx:
http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22694909

 

Vehicles of Max Payne 3 are very similar to GTA_IV, and very interesting.
It would not hurt to have a converter, I could only do 2 for SA.

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  • 3 weeks later...

_CP_, is detached sir, hemmmmm, import from 3DS max or zmodeler? both of them is detached such a bonnet, boot, caliper :)

my step:

  • Try to download the latest version of this tool
  • copy generalsettings.ini from export_vehicles_models_settings folder to converter folder
  • example i'm want to convert elegy.wft, then run ytdydryddyft2txddffcol.exe
  • so i'm got the .dff
  • of course i'm use kam's script for 3dsmax, run 3dsmax then import .dff to 3ds max
  • as i can see, the parts are detached, such a bonnet, wheels, dummies too
  • export
  • import to zmodeler

done, hope it will help you :)
*sorry bad english*

Edited by FMHn
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  • 2 weeks later...
YoungDragonSD

Yeah I got that part. I asked because it seemed like a logical place to, since you guys are converting the files from one end already. I thought the users would have a clue about what method I could use and I was correct. Thank you for the suggestion. Hopefully someone can help us with a tutorial of some kind in the future.

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  • 3 weeks later...
  • 2 weeks later...

if I recall my model formats correctly RAGE models were ..bmd6model format I don't see that listed here. I own rage and always wanted to rip the models and convert but I want to do it right. so if this is a rage model converter why is it's proper model format not listed?

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if I recall my model formats correctly RAGE models were ..bmd6model format I don't see that listed here. I own rage and always wanted to rip the models and convert but I want to do it right. so if this is a rage model converter why is it's proper model format not listed?

I don't think any RAGE engine games use that file format, where did you even get that info?

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  • 3 weeks later...
  • 2 weeks later...

 

Let's make an automated vehicles converter from RAGE to RW games?

So, this tool converts models from RAGE formats to DFF file format. I wanted to make an universal converter with more abilities (as a final result

I want to have dff which will work in game just after converting), so it's still WIP.

That means, converted dff can't be imported to game files directly.

 

Update:

Added GTA V (PC) resources converter: convert texture archives (YTD) and models (YDR, YDD, YFT).

A wide list of settings - export models as map object with auto day/night lighting calculation or export as vehicle with splitting mesh into components.

-2dfx (lights) export

-day/night lighting (prelight) calculation

-collision model (col) generation

-mesh split (vehicle components)

 

Screens

5qCjGDs.png XrLn7ns.png 47ciQ1r.png TWwaUmI.png

 

fr9rCmnm.png sMgMOvOm.png 8drvnsvm.png

 

Supported games (#FT):

GTA IV PC

Max Payne 3 PC

GTA V XBOX

GTA V PC

 

Supported games (#DR):

GTA V XBOX

GTA V PC

 

Supported games (#DD):

GTA V PC

 

Supported games (DFF):

GTA SA PC

 

Release notes

The release could contatin errors since it was built in a hurry.

Xft converter also supports xdr files converting.

 

Downloads

WFT/XFT/XDR converter (GTAIVPC/MaxPayne3PC/GTAVXBOX) 08.05.2014 https://www.mediafire.com/?t68f5s38iuj445z

YTD/YDR/YDD/YFT converter (GTAVPC) 25.05.2015 https://www.mediafire.com/?zsi2igp5271p913

 

 

I have a problem:

 

I am using this for a month. I have many materials on objects. (for eg- color material, it is not a single material. There is a different material on different object for the same thing). Is this normal??

Edited by Coolest_Guy
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Pary daPlatapus

Read the last few pages and trying to grasp what i did read. So i can take PC texture/model files and convert them so i can use on the 360? only care about car texture and model files.

 

If so i did download the files on page 1, but dont really know how to use them.

 

 

Thanks in advance.

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  • 2 weeks later...

This tool crashes. Probably there is a limit for .yft file?

To which file .yft? I have not encountered this problem...

 

 

 

Use OpenIV to extract .ytd/.ydr/.ydd files from archives.

OpenIV's GTA V version doesn't work on my PC.

 

You know we have topic where you can report your issues with OpenIV right here.

 

I noticed that the moving parts, such as hooks, flags, sails boats, are not converted...

Even if the converter is DK22pak, but is absent, we can do something to Open IV?... :)

I mean, take a flag requires little, but having to redo two full sails is madness! XD

 

The head of Michael and Franklin, It is not converted, crashed... :/

Edited by Automan
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  • 3 weeks later...
  • 2 weeks later...
thebunnyrules

Am I missing something or does converter only go one way? I can convert ydr to dff which I can import into blender using python script but it doesn't convert DFFs back to ydr when you're done working on them. So...... what's the point? Is this script for people who are taking meshes and textures from GTAV and porting them over to other rockstar games or is there a tool I'm missing or something about this toolset I missed that can get my DFFs converted back to YDRs?

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  • 2 weeks later...

xp- compatible version (v2saconv)

https://drive.google.com/uc?export=download&id=0B3pQzS44Fafdd3l2dkpDVC02bGM

Edited by DK22Pac
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  • 2 weeks later...

The new version is available here.

https://github.com/DK22Pac/v2saconv

 

Some critical bug was fixed, now it must process .ydd models without problems.

Also, for future bug reports please create an 'issue' here.

https://github.com/DK22Pac/v2saconv/issues

 

Also, do not forget to select the needed settings file.

By default, it converts all models into one mesh ("settings_building").

If you want to extract vehicle parts and vehicle colors, use file from "settings_vehicle" folder.

If you want to extract bones, use file from "settings_skin" folder.

 

I'm not planning to update IV resource converter.

 

the wft to dff got this error:

Edited by DK22Pac
  • Like 2
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