Sam Lake 11,845 Posted December 24, 2015 You have wrong link on http://www.gtamoddin...ki/RenderWare). Quote Share this post Link to post Share on other sites
The Hero 6,925 Posted December 25, 2015 Sorry, fixed. The forum software detects links wrong sometimes. Quote Share this post Link to post Share on other sites
Sam Lake 11,845 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 Quote Share this post Link to post Share on other sites
Inadequate 3,481 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? Quote Share this post Link to post Share on other sites
The Hero 6,925 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 Quote Share this post Link to post Share on other sites
Sam Lake 11,845 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? Quote Share this post Link to post Share on other sites
The Hero 6,925 Posted December 27, 2015 I didn't see any compressed raw/sdt files in the xbox games. Quote Share this post Link to post Share on other sites
The Hero 6,925 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 Quote Share this post Link to post Share on other sites
Sam Lake 11,845 Posted December 27, 2015 sfx.raw in audio folder. For example VC's sfx.raw is 3x smaller on xbox than on PC Quote Share this post Link to post Share on other sites
The Hero 6,925 Posted December 27, 2015 I know nothing about audio but the files don't look compressed to me. Quote Share this post Link to post Share on other sites
reditec 274 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 Quote Share this post Link to post Share on other sites
Sam Lake 11,845 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? Quote Share this post Link to post Share on other sites
The Hero 6,925 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. Quote Share this post Link to post Share on other sites
guard3 2,351 Posted December 29, 2015 YOU. ARE. AWESOME! Thx a bunch, man! The new tool worked like a charm! Quote Share this post Link to post Share on other sites
Blackbird88 1,533 Posted December 31, 2015 Â 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? Â Both. Quote Share this post Link to post Share on other sites
SilverRST 3,794 Posted January 2, 2016 Â 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? Â 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. Quote Share this post Link to post Share on other sites
Blackbird88 1,533 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 Quote Share this post Link to post Share on other sites
reditec 274 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. Quote Share this post Link to post Share on other sites
The Hero 6,925 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 Quote Share this post Link to post Share on other sites
The Hero 6,925 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 Quote Share this post Link to post Share on other sites
iFarbod 186 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. Quote Share this post Link to post Share on other sites
guard3 2,351 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! Quote Share this post Link to post Share on other sites
RacingFreak 259 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 Quote Share this post Link to post Share on other sites
The Hero 6,925 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). Quote Share this post Link to post Share on other sites
RacingFreak 259 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 Quote Share this post Link to post Share on other sites
The Hero 6,925 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. Quote Share this post Link to post Share on other sites
RacingFreak 259 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. Â Of course, this is nothing that needs to be rushed, so take your time! Quote Share this post Link to post Share on other sites
The Hero 6,925 Posted January 16, 2016 First version of dff importer based on librw: http://gtaforums.com/topic/838479-dff-importer-for-3ds-max/ Quote Share this post Link to post Share on other sites
The Hero 6,925 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) Â 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 Quote Share this post Link to post Share on other sites
guard3 2,351 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. Quote Share this post Link to post Share on other sites