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[REL] Renderware file converter


The Hero

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yes,the game just crashes after i installed a multi clump dff converted from the ps2

Edited by Aztecas_5
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And now? Still happening with the newer versions?

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  • 2 weeks later...

Updated. Fixed some bugs. Most importantly polygon winding from SA PS2 DFFs is correct now.

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  • 2 weeks later...

Fixed small bug in dffwrite concerning PS2 materials and pipelines.

  • Like 3
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  • 1 month later...
  • 1 month later...

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 by Blackbird88
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I think this doesn't convert animation in dff (SA PS2 2 PC) for example pleasure-dl.dff - bubbles aren't moving

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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.

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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 by inadequate
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  • 2 weeks later...

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

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What are you doing exactly?

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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

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  • 2 months later...

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 :D

  • Like 3
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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 :D

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. :)

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Yeah sorry, i've been really busy in the last couple of days. Please come online in IRC so we can talk there.

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  • 3 months later...

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 by The Hero
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So it's able to convert models from xbox to PC?

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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.

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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.

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  • 3 months later...

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 by ALCAMJI
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Released first version of LCS dff converter:

http://aap.papnet.eu/gta/lcsdffconv.exe

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Updated version should converted skinned models correctly.

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I released the first version of a completely new dff converter (convdff), see the top post. Merry Xmas.

Edited by The Hero
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