Igor Bogdanoff Posted December 24, 2015 Share Posted December 24, 2015 You have wrong link on http://www.gtamoddin...ki/RenderWare). Link to comment Share on other sites More sharing options...
The Hero Posted December 25, 2015 Author Share Posted December 25, 2015 Sorry, fixed. The forum software detects links wrong sometimes. Sweet Bellic 1 re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
Igor Bogdanoff Posted December 26, 2015 Share Posted December 26, 2015 (edited) The Hero, do you know what I am doing wrong? (converting VC xbox DFF) Edited December 26, 2015 by Tomasak Link to comment Share on other sites More sharing options...
Inadequate Posted December 27, 2015 Share Posted December 27, 2015 The new DFF converter it is compatible with the PS2 map? I mean now can convert the DFF including his pipelines, e.g. the mission markers... red at day, pinkish at night? Link to comment Share on other sites More sharing options...
The Hero Posted December 27, 2015 Author Share Posted December 27, 2015 (edited) The Hero, do you know what I am doing wrong? (converting VC xbox DFF) ---8<--snip--8<--- You have to decompress xbox dffs first. This should work: http://aap.papnet.eu/gta/bin/xboxdecompress.exe I noticed I forgot to include the -s flag in the usage, fixed that now. The new DFF converter it is compatible with the PS2 map? I mean now can convert the DFF including his pipelines, e.g. the mission markers... red at day, pinkish at night? You should be able to convert PS2 map dffs with this but unless the game uses a PS2-like pipeline on the cylinder (which it doesn't currently) you won't see a great difference. I'll see if I can implement a nice way to set the pipeline via dff some time, but not now Edited December 27, 2015 by The Hero Igor Bogdanoff 1 re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
Igor Bogdanoff Posted December 27, 2015 Share Posted December 27, 2015 Um The Hero when xbox version has compressed both txds and dffs, is there chance it has compressed sfx.raw/sdt and you would do magic decompressor? Link to comment Share on other sites More sharing options...
The Hero Posted December 27, 2015 Author Share Posted December 27, 2015 I didn't see any compressed raw/sdt files in the xbox games. re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
The Hero Posted December 27, 2015 Author Share Posted December 27, 2015 (edited) Added PS2 chk/txd converter to top post. (http://aap.papnet.eu/gta/bin/lcstxdconv.exe) Edited December 27, 2015 by The Hero Blackbird88 and Igor Bogdanoff 2 re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
Igor Bogdanoff Posted December 27, 2015 Share Posted December 27, 2015 sfx.raw in audio folder. For example VC's sfx.raw is 3x smaller on xbox than on PC Link to comment Share on other sites More sharing options...
The Hero Posted December 27, 2015 Author Share Posted December 27, 2015 I know nothing about audio but the files don't look compressed to me. re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
reditec Posted December 28, 2015 Share Posted December 28, 2015 Might be the codec. On Xbox they probably used XMA (based on WMA / compression is similar to MP3) and on Windows .WAV (uncompressed audio) Not the archives are compressed, but the files itself Sweet Bellic and Igor Bogdanoff 2 Link to comment Share on other sites More sharing options...
Igor Bogdanoff Posted December 28, 2015 Share Posted December 28, 2015 Might be the codec. On Xbox they probably used XMA (based on WMA / compression is similar to MP3) and on Windows .WAV (uncompressed audio) Not the archives are compressed, but the files itself Isn't xma for x360? Link to comment Share on other sites More sharing options...
The Hero Posted December 29, 2015 Author Share Posted December 29, 2015 Did just a small update of lcstxdconv. Noticed the usage explanation was wrong and added the flag -x to extract textures as TGAs. Igor Bogdanoff, Sweet Bellic and Jago 3 re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
guard3 Posted December 29, 2015 Share Posted December 29, 2015 YOU. ARE. AWESOME! Thx a bunch, man! The new tool worked like a charm! Link to comment Share on other sites More sharing options...
Blackbird88 Posted December 31, 2015 Share Posted December 31, 2015 Might be the codec. On Xbox they probably used XMA (based on WMA / compression is similar to MP3) and on Windows .WAV (uncompressed audio) Not the archives are compressed, but the files itself Isn't xma for x360? Both. Igor Bogdanoff 1 Link to comment Share on other sites More sharing options...
SilverRST Posted January 2, 2016 Share Posted January 2, 2016 Might be the codec. On Xbox they probably used XMA (based on WMA / compression is similar to MP3) and on Windows .WAV (uncompressed audio) Not the archives are compressed, but the files itself Isn't xma for x360? Yes, and both. For an example, GTAIV X360 its 3D files are .xft while the PC version is .wft and .wtd for and .xtd for X360. Link to comment Share on other sites More sharing options...
Blackbird88 Posted January 3, 2016 Share Posted January 3, 2016 (edited) Those are RAGE specific formats. XMA can be used in any Xbox/Xbox 360 game and as reditec said it's based on WMA Pro codec. Edited January 3, 2016 by Blackbird88 Link to comment Share on other sites More sharing options...
reditec Posted January 3, 2016 Share Posted January 3, 2016 Those are RAGE specific formats. XMA can be used in any Xbox/Xbox 360 game and as reditec said it's based on WMA Pro codec.I'm not sure whether XMA was a Xbox format or whether it is a Xbox 360 only format.But yes, it's based on WMA Pro. Link to comment Share on other sites More sharing options...
The Hero Posted January 3, 2016 Author Share Posted January 3, 2016 [12:40:48 AM] ASH: SFX on PC uses 16bit LPCM, where as on Xbox it uses ADPCM [12:40:51 AM] ASH: That's it[12:41:00 AM] ASH: that's the reason, case closed AnotherGamer, Igor Bogdanoff and mirh 3 re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
The Hero Posted January 10, 2016 Author Share Posted January 10, 2016 (edited) Update: I rewrote the iOS DFF code such that I got mdl->dff conversion for free. This functionality was moved to the stories converter and is *no* longer part of convdff.exe So this program converts PS2 chks, mdls and iOS txds, dffs: http://aap.papnet.eu/gta/bin/storiesconv.exe All other dff conversion is still handled by convdff.exe Edited January 10, 2016 by The Hero iFarbod, Jago, RacingFreak and 4 others 7 re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
iFarbod Posted January 10, 2016 Share Posted January 10, 2016 Update: I rewrote the iOS DFF code such that I got mdl->dff conversion for free. This functionality was moved to the stories converter and is *no* longer part of convdff.exe So this program converts PS2 chks, mdls and iOS txds, dffs: http://aap.papnet.eu/gta/bin/storiesconv.exe All other dff conversion is still handled by convdff.exe Nice. Sweet Bellic 1 Link to comment Share on other sites More sharing options...
guard3 Posted January 13, 2016 Share Posted January 13, 2016 Update: I rewrote the iOS DFF code such that I got mdl->dff conversion for free. This functionality was moved to the stories converter and is *no* longer part of convdff.exe So this program converts PS2 chks, mdls and iOS txds, dffs: http://aap.papnet.eu/gta/bin/storiesconv.exe All other dff conversion is still handled by convdff.exe Much appreciated! Link to comment Share on other sites More sharing options...
RacingFreak Posted January 14, 2016 Share Posted January 14, 2016 (edited) Really awesome!! Thank you so much Really long awaited than the current process of importing in 3DS Max using scripts and so on. P.S.Slightly off topic, but can you take a look into Bully's PS2 DFF format? Here are some samples: http://www.solidfiles.com/d/75cc3f802e/ Thanks! Edited January 14, 2016 by RacingFreak Link to comment Share on other sites More sharing options...
The Hero Posted January 14, 2016 Author Share Posted January 14, 2016 Right...wanted to take at these as well. Shouldn't be that much of a problem to read them correctly but it will require some work. BTW, I'm working on a dff importer for 3ds max based on librw. It will be better than current importers and should be able to read all dffs librw can read (which means native ps2, xbox, etc. geometry as well). BMWSauberF1.08, Sweet Bellic, Vadim M. and 4 others 7 re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
RacingFreak Posted January 15, 2016 Share Posted January 15, 2016 Right...wanted to take at these as well. Shouldn't be that much of a problem to read them correctly but it will require some work. BTW, I'm working on a dff importer for 3ds max based on librw. It will be better than current importers and should be able to read all dffs librw can read (which means native ps2, xbox, etc. geometry as well). Thank you, that will be greatly appreciated I have noticed a little problem if I try to import converted PS2 stories vehicle mdl (dff -v 33002) into Zmodeler 2; it imports just fine, BUT only the _dam parts, no _ok. It's really weird that it also assigns the parts like that: This is however not the case with an IOS DFF as it's converted without any problems Can you look into that? Ideally I would import into Zmodeler 1, but I don't know which DFF version it does read. Thanks Link to comment Share on other sites More sharing options...
The Hero Posted January 15, 2016 Author Share Posted January 15, 2016 Oh, this is interesting. I've wondered whether such dffs could exist. Looks like they can (even if they're not really RW dffs of course). The problem is multiple atomics (geometry) are attached to the same frame (a point in space) while normally only one is. My 3ds max importer only imports the _ok geometry in this case for instance. This problem can of course be solved but I won't do it right away. I'm busy with other things as well. RacingFreak 1 re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
RacingFreak Posted January 15, 2016 Share Posted January 15, 2016 Oh, this is interesting. I've wondered whether such dffs could exist. Looks like they can (even if they're not really RW dffs of course). The problem is multiple atomics (geometry) are attached to the same frame (a point in space) while normally only one is. My 3ds max importer only imports the _ok geometry in this case for instance. This problem can of course be solved but I won't do it right away. I'm busy with other things as well. Indeed, I also noticed that your previous LCS DFF converter made so the model parts had no names, while the dummies were named [0],[1],[2]... etc. Of course, this is nothing that needs to be rushed, so take your time! Link to comment Share on other sites More sharing options...
The Hero Posted January 16, 2016 Author Share Posted January 16, 2016 First version of dff importer based on librw: http://gtaforums.com/topic/838479-dff-importer-for-3ds-max/ Jinx. and RacingFreak 2 re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
The Hero Posted January 20, 2016 Author Share Posted January 20, 2016 (edited) Updated convdff and storiesconv: convdff: - had a bug with PS2 geometry that is now hopefully fixed (it will be fixed in the next version of my 3ds max importer too) storiesconv: - I'm now repairing node hierarchies in that I'm assigning IDs to nodes that have none. This isn't strictly necessary for the models to work in game but it is necessary to import files correctly - added the switch '-a' to fix up multiple atomics per frame when converting vehicle mdls (the problem reported above) Edited January 20, 2016 by The Hero Blackbird88, Igor Bogdanoff, Sweet Bellic and 2 others 5 re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
guard3 Posted January 27, 2016 Share Posted January 27, 2016 Hey, at least as far as storiesconv is concerned, could you incorporate some sort of meterial rearrangement? Because, many lcs objects have alphabugs. Sweet Bellic 1 Link to comment Share on other sites More sharing options...
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