BMWSauberF1.08 2,318 Posted December 7, 2014 Share Posted December 7, 2014 (edited) yes,the game just crashes after i installed a multi clump dff converted from the ps2 Edited December 7, 2014 by Aztecas_5 Link to post Share on other sites
The Hero 7,391 Posted December 7, 2014 Author Share Posted December 7, 2014 And now? Still happening with the newer versions? Link to post Share on other sites
BMWSauberF1.08 2,318 Posted December 7, 2014 Share Posted December 7, 2014 i don't know,i haven't tried it yet Link to post Share on other sites
El Dorado 3,717 Posted December 13, 2014 Share Posted December 13, 2014 A welcome option would be to clean vertex light/prelight from the dff's 1 Link to post Share on other sites
The Hero 7,391 Posted December 22, 2014 Author Share Posted December 22, 2014 Updated. Fixed some bugs. Most importantly polygon winding from SA PS2 DFFs is correct now. 6 Link to post Share on other sites
The Hero 7,391 Posted January 5, 2015 Author Share Posted January 5, 2015 Fixed small bug in dffwrite concerning PS2 materials and pipelines. 3 Link to post Share on other sites
TheFlareEntercounter 450 Posted February 14, 2015 Share Posted February 14, 2015 (edited) Fantastic tool! I finally converted the VC Steyr Aug to GTA:SA! Edited February 21, 2015 by TheFlareEntercounter Link to post Share on other sites
Blackbird88 1,670 Posted March 22, 2015 Share Posted March 22, 2015 (edited) Bug reporting time. Some mobile models cannot be converted such as these tree_hipoly04.dff chunk 14 not found at 0xffffffffcj_detector.dff chunk 14 not found at 0xffffffffcj_hobby_c_1.dff chunk 14 not found at 0xffffffff Edited March 22, 2015 by Blackbird88 1 Link to post Share on other sites
Sneed 12,846 Posted March 24, 2015 Share Posted March 24, 2015 I think this doesn't convert animation in dff (SA PS2 2 PC) for example pleasure-dl.dff - bubbles aren't moving Link to post Share on other sites
The Hero 7,391 Posted March 24, 2015 Author Share Posted March 24, 2015 Bug reporting time. Some mobile models cannot be converted such as these tree_hipoly04.dff chunk 14 not found at 0xffffffffcj_detector.dff chunk 14 not found at 0xffffffffcj_hobby_c_1.dff chunk 14 not found at 0xffffffff Indeed. This tool is pretty sh*tty. I had started work on a better version but am busy with other things atm. Sorry for the inconvenience. Any bug reports will probably be ignored as long as they pertain to this version here. I hope I will find some time to work on the new version again. 4 Link to post Share on other sites
Inadequate 3,728 Posted March 24, 2015 Share Posted March 24, 2015 (edited) I think this doesn't convert animation in dff (SA PS2 2 PC) for example pleasure-dl.dff - bubbles aren't moving Probably the same issue like this. I tested the map more deeper and the casino lights on Venturas, doesn't move also the waterfalls on The Visage doesn't work too. Aha, interesting. Looks like a problem with the UV animation then. We'll see when I'll get to it. Edited March 24, 2015 by inadequate 1 Link to post Share on other sites
Jago 2,731 Posted April 2, 2015 Share Posted April 2, 2015 anyone else having trouble getting this set of tools to convert vice city PS2 dffs? no matter what I try it just spits out empty 0 kb files, I've been forced to use a much older version just to get anything Link to post Share on other sites
The Hero 7,391 Posted April 2, 2015 Author Share Posted April 2, 2015 What are you doing exactly? Link to post Share on other sites
Jago 2,731 Posted April 3, 2015 Share Posted April 3, 2015 dffconv.exe file.dff file_output.dff dffconv.exe -c file.dff file_output.dff dffconv.exe -c -V 0x0C02FFFF file.dff file_output.dff dffconv.exe -c -v GTAVC_1 file.dff file_output.dff tried all of these and got nothing Link to post Share on other sites
BMWSauberF1.08 2,318 Posted April 3, 2015 Share Posted April 3, 2015 Try in.dff out.dff -c -m -v GTAVC_1/2 -dd Link to post Share on other sites
Inadequate 3,728 Posted June 7, 2015 Share Posted June 7, 2015 Hey Hero, I hope you can fix the problem with the UV animations in the DFFs soon, please. Would be nice. 1 Link to post Share on other sites
The Hero 7,391 Posted June 8, 2015 Author Share Posted June 8, 2015 Yeah, that would be nice. But I'm no longer working on that old code base, it's a dead end. Unfortunately I'm not working on the new version either because I'm too busy with university at the moment I really hope I will have some time to make everything work, I have so many plans 3 Link to post Share on other sites
The_GTA 560 Posted June 9, 2015 Share Posted June 9, 2015 Yeah, that would be nice. But I'm no longer working on that old code base, it's a dead end. Unfortunately I'm not working on the new version either because I'm too busy with university at the moment I really hope I will have some time to make everything work, I have so many plans I understand your concerns, my friend. University can really wreck your plans when it comes to what you do in your free time. You still have not looked at my MSVC port of your new codebase, please do that. Link to post Share on other sites
The Hero 7,391 Posted June 9, 2015 Author Share Posted June 9, 2015 Yeah sorry, i've been really busy in the last couple of days. Please come online in IRC so we can talk there. Link to post Share on other sites
The Hero 7,391 Posted September 11, 2015 Author Share Posted September 11, 2015 (edited) Just wanted to say I've made some very good progress on librw (https://github.com/aap/librw) the last couple of days. I can read, write, instance and uninstance opengl, xbox, d3d8 and d3d9 native geometry now and I implemented some other stuff as well. The biggest thing missing currently is the one it all started with: uninstancing PS2 geometry. This time I want to do it properly and I hope I'll get to it when I get home, but otherwise pretty much all DFFs features are now supported. Edited September 11, 2015 by The Hero 6 Link to post Share on other sites
Sneed 12,846 Posted September 11, 2015 Share Posted September 11, 2015 So it's able to convert models from xbox to PC? Link to post Share on other sites
El Dorado 3,717 Posted September 11, 2015 Share Posted September 11, 2015 Or mobile ones... Link to post Share on other sites
The Hero 7,391 Posted September 11, 2015 Author Share Posted September 11, 2015 Of course...I haven't implemented all the pipelines yet (xbox SA uses quite different building pipelines because they don't use night vertex colors), but mobile should work fine and III/VC anyway. 3 Link to post Share on other sites
Inadequate 3,728 Posted September 11, 2015 Share Posted September 11, 2015 (edited) Now the UV animations will work for SA PS2 DFF? Edited September 11, 2015 by inadequate Link to post Share on other sites
The Hero 7,391 Posted September 11, 2015 Author Share Posted September 11, 2015 Haha, i actually looked into that problem yesterday or so. Turns out my conversion wasn't the problem but the game attaches the wrong pipeline. See, the PS2 files have an extra vertex color chunk in these files which I just wrote back into the PC files, *but* the PC game attaches the CustomBuilding or CustomBuildingDN pipeline when it sees a model with extra vertex colors and UV animations only work when using the MatFX pipeline (with the UV transform effect). So, unintuitively, it works when you remove the extra vertex colors. I'm not sure what to fix here, either not write the extra colors or make the game behave...But in any case I haven't implemented PS2 uninstancing yet anyway...it's by far the hardest, opengl, xbox, d3d8 and d3d9 are a piece of cake. 1 Link to post Share on other sites
Inadequate 3,728 Posted September 11, 2015 Share Posted September 11, 2015 (edited) Removed. Edited September 11, 2015 by inadequate Link to post Share on other sites
ALCAMJI 44 Posted December 13, 2015 Share Posted December 13, 2015 (edited) I was bored so I made a little .bat to make the use of this awesome toool easier. Tell me if you found any bug cause I just tested a few files, but everything seems to work perfect. http://www.mediafire.com/view/tyaa5ha5sr51ilu/rwconv.bat Use of .bat is easy, extract content of hero's rwconv.zip in anyfolder you want. Create an in folder and an out folder. copy my bat to the root of the folder. place the .txd/.dff you want to convert into the in folder. pick the converted ones from the out folder. Edited December 13, 2015 by ALCAMJI Link to post Share on other sites
The Hero 7,391 Posted December 19, 2015 Author Share Posted December 19, 2015 Released first version of LCS dff converter: http://aap.papnet.eu/gta/lcsdffconv.exe 6 Link to post Share on other sites
The Hero 7,391 Posted December 20, 2015 Author Share Posted December 20, 2015 Updated version should converted skinned models correctly. 4 Link to post Share on other sites
The Hero 7,391 Posted December 24, 2015 Author Share Posted December 24, 2015 (edited) I released the first version of a completely new dff converter (convdff), see the top post. Merry Xmas. Edited December 24, 2015 by The Hero 8 Link to post Share on other sites