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[REL] Renderware file converter


The Hero

Recommended Posts

[link to older programs removed]

 

I've written lots of RW-related code over the years and programs that convert various file formats.

Here are some binaries: http://aap.papnet.eu/gta/utils/librw_bin/

and here is the source https://github.com/aap/librw https://github.com/aap/librwgta

 

I usually don't remember what I changed since the last versions, so just let it surprise you.

Also do note that I wrote these tools for my personal use, don't expect them to be perfect in every regard. They do what I needed them to.

 

convdff:

The version of the file written will be the same as the input by default (unless you set the version explicitly with the -v switch, see this for information on RW versions: http://www.gtamodding.com/wiki/RenderWare).

Some terminology:

- Instancing means converting the platform independent geometry data into a platform specific format that can be saved to a dff file (these dff files are called pre-instanced because instancing no longer happens at runtime). This is done in the PS2 and mobile games starting with VC and all xbox games. d3d8 and d3d9 pre-instanced geometry is not used by the games by default but the game should be able to read such dffs.

 

- Uninstancing is something the original RenderWare engine cannot do, but which librw can: it means converting the platform specific geometry back into a platform independent format again.

The -u and -i switches tell convdff to uninstance or instance a dff (note that not everything has been tested an implemented yet, expect bugs or problems).

 

Even non-instanced can be platform-specific (the -o switch sets the output platform, d3d8 being the default). Most noticeably ADC optimized geometry on the PS2 (to improve tristripping) and custom vertex formats on the xbox.

 

Example: to convert a ps2 file into the platform independent format and write it as version 3.3.0.2 use it as

 

convdff.exe -u -v 33002 input.dff output.dff
To pre-instance a file into xbox format:

 

convdff.exe -i -o xbox intput.dff output.dff
I will implement more features in the future but the basic conversions should be working. I don't guarantee all conversions will work, i can't test everything. Please report bugs or unexpected behaviour.

 

Notes:

- files with multiple clumps are not supported well, to split a multi-clump file, use the -m switch

- instancing and uninstancing of SA mobile dffs is not (completely?) implemented yet.

 

convtxd:

This thing converts, extracts and creates txds.

Check the usage for how to use it.

 

lcsconv, vcsconv:

These convert files from LCS and VCS respectively (dff, txd, mdl, chk, whatever, but no levels yet). VCS peds don't work yet because the hierarchy is f*cked and has to be reconstructed.

Edited by The Hero
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Count this as not mentioned bug?

2yw8owp.jpg

 

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The glasses bug cannot be fixed in the DFF or TXD I think. This has to do with the alpha test and draw order.

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Holy damn!

We need an Android GTA 3 Peds to be importable in 3ds aswell. Hope you will do it too! :)

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You can convert mobile dffs already. Have you tried if peds work?

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I tried to convert mobile DFF, but no matter what I do it stays white and won't load its texture :(

How do I find out which texture it's looking for?

Edited by Blackbird88
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Very helpful tools :D

 

Here's a batch code for txdex. It creates folders for every txd and then it puts all the textures extracted from each txd in those folders:

for %%i in (*.txd*) do txdex %%i & if /i not "%%~nxi"=="%~nx0" md "%%~ni" 2>nul & move "*.tga*" "%%~ni" >nul
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Count this as not mentioned bug?

2yw8owp.jpg

 

not a bug, vice city on the ps2 lacks backface culling I believe so that model would look fine under normal circumstances

 

also I'm glad to see that these tools have finally gotten a big release, I've been using them for the past year and they're just awesome! :^:

Edited by Mr. Jago
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I tried to convert mobile DFF, but no matter what I do it stays white and won't load its texture :(

How do I find out which texture it's looking for?

 

You can use rwanalyze, I think it has an option for checking textures.

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when i convert the hydra model, the window/glass is missing, i wonder why :/

 

EDIT: same goes for Rustler and Cropduster too

EDIT2: all three glass model are using the "vehicleenvmap128" reflection texture, maybe it's related?

Edited by Surya926
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That's weird...Is the geometry really missing? Have you checked in 3ds max or so?

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I will take a look at it later.

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I tried to convert mobile DFF, but no matter what I do it stays white and won't load its texture :(

How do I find out which texture it's looking for?

You can use rwanalyze, I think it has an option for checking textures.

 

Yeah that shows the texture name, but not the name of the TXD file.

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The DFF has no info which TXD should be used with it. What DFF are you talking about here?

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I guess, the dff either uses the txd associated with it in IDE file or generic txd file. You're gotta look for that "kmb_dumbbell_l" in PS2 IDE map files and see what txd is associated with it. That's how I remember, I may be wrong though.

  • Like 3
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- User interface

unix has no GUI

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New version:

- All DFF chunks can be read and written now (although some of them are not parsed and just copied 1:1 into the output file)

- better command line argument handling, the flags now come *before* the files like they should

- other fixes and clean ups

 

Todo:

- find out why the hydra's glass doesn't appear (and fix it)

- fix peds

- rewrite the whole thing, it's gotten kinda ugly

Edited by The Hero
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New version, added a feature:

dffconv got an -m switch that can be used to fix the specular and environment information according to the PS2 pipeline that's being used. This removes unwanted specular reflections (especially on wheels).

 

EDIT: Found out why the hydra's glass isn't showing. It's a problem with the alpha test again, this needs a fix in ps2refl. I will fix it and explain what happened in that other thread.

Edited by The Hero
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If you manage to implement converting of mobile cutscene characters with no issues then you're really The Hero

 

ba dum tss

 

Edited by Blackbird88
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Hm, should be easy (I hope!). I will work on this tomorrow.

Edited by The Hero
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Could someone explain to me what the problem with peds is? Which file from which version did you convert? I don't want to find these problems myself.

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bones aren't named correctly,for example LClavicle is named Dummy4,etc

 

though this can be easily fixed with rwanalyze by renaming correctly the frames

Edited by Aztecas_5
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I noticed there is still work to do on the OpenGL (used by the mobile games) and Xbox DFFs. Not sure when I'll get to this. I really hope the frame names can be fixed automatically, but I'm not quite sure. I want to be able to read the format first.

 

Oh, and I forgot I added support for multi clump DFFs a while ago. Aztecas_5, didn't you have problems with these?

Edited by The Hero
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