Popular Post The Hero 7,262 Posted January 16, 2016 Popular Post Share Posted January 16, 2016 (edited) I've been working on a dff importer (EDIT: and exporter) based on librw for 3ds max recently. I think I got to a point where I can release a first version. It should work with 3ds max 2009, 2010, 2011, 2012, 2014, 2015, 2016, 2017, 2018, 2019, 2020 and 2021 I created a new material and provided a converter to Kam's material as I don't have an exporter yet. This material is a more or less accurate copy of the official RwMaterial. Not all things are supported yet but you should be able to import pretty much any GTA dff from any platform. That does *not* include iOS LCS dffs (yet) as they're not proper dffs. Note that models exported by Kam's script don't get different materials per mesh as Kam exports material IDs wrong. There's an option in the import dialog to fix this. EDIT: As of version 2.0 there is an exporter now as well. Not everything that is imported can be exported yet, but I wanted to get this thing out. See the README for some more information. Version 3.3 EDIT: Just a comment on the "convert axes" option: In RenderWare the usual convention is for the y-axis to point up while in max z points up. Hence the official exporter rotates the hierarchy 90 deg around x. In skinned DFFs this seems to be exactly what we're observing but all other DFFs are not rotated. I don't know why that is, maybe R* wrote a custom version of the exporter that doesn't do this or something, really no idea. Anyway, I left it as an option to the user to convert the axis system back on import. The "convert hierarchy" option should be left on. When exported in world space the official RW exporter rotates everything so max's z-up will match RW's y-up world. Models that were originally exported from max's biped objects are exported "lying down" when not exported in world space. This option rotates them so it'll look nicer. Import dialog: Export dialog: Material: Edited June 30, 2020 by The Hero 53 Link to post Share on other sites
Jinx. 7,759 Posted January 16, 2016 Share Posted January 16, 2016 Awesome, thanks! Link to post Share on other sites
Sneed 12,768 Posted January 16, 2016 Share Posted January 16, 2016 Sounds very cool 1 Link to post Share on other sites
Blue 5,538 Posted January 16, 2016 Share Posted January 16, 2016 Lovely, will try it out 1 Link to post Share on other sites
dkluin 29,732 Posted January 16, 2016 Share Posted January 16, 2016 Perfect job aap, really good. 1 Link to post Share on other sites
The Hero 7,262 Posted January 16, 2016 Author Share Posted January 16, 2016 Added plugin for 2009 amd64. 4 Link to post Share on other sites
ermaccer 1,736 Posted January 16, 2016 Share Posted January 16, 2016 (edited) Will it support multiclump export? Edited January 16, 2016 by ermaccer Link to post Share on other sites
The Hero 7,262 Posted January 16, 2016 Author Share Posted January 16, 2016 You mean for CJ player models? Not sure yet. Link to post Share on other sites
ermaccer 1,736 Posted January 16, 2016 Share Posted January 16, 2016 GTA3/Manhunt, those kinds. Link to post Share on other sites
The Hero 7,262 Posted January 16, 2016 Author Share Posted January 16, 2016 (edited) III and VC DFFs all have just one clump. In SA only CJ player models have multiple clumps (always 3, slim, fat, muscular). If you mean multiple atomics then yes, of course they're supported (or rather will be). Edited January 16, 2016 by The Hero Link to post Share on other sites
ermaccer 1,736 Posted January 16, 2016 Share Posted January 16, 2016 Peds in gta3 are multiclump, aren't they? Link to post Share on other sites
The Hero 7,262 Posted January 16, 2016 Author Share Posted January 16, 2016 (edited) No. Just a bunch of atomics. EDIT: disregard that, see below. Edited January 16, 2016 by The Hero Link to post Share on other sites
Jinx. 7,759 Posted January 16, 2016 Share Posted January 16, 2016 (edited) Peds in gta3 are multiclump, aren't they?The 2nd clump is just a LOD model. It's useless anyways since the game can load one from the generic folder even without that LOD clump. EDIT: Kinda ninja'd by The Hero. Either way the LOD inside peds is pretty much useless. Edited January 16, 2016 by Jinx. 2 Link to post Share on other sites
The Hero 7,262 Posted January 16, 2016 Author Share Posted January 16, 2016 (edited) Oh wow, I was actually wrong about the peds, there *is* a second clump o_O Never seen that, I always do my tests with player.dff. Edited January 16, 2016 by The Hero 1 Link to post Share on other sites
lpgunit 499 Posted January 17, 2016 Share Posted January 17, 2016 (edited) You mentioned that the iOS version used .dff models of a different sort. Is it really Renderware or just the Leeds engine with meshes having different file extensions for no reason? Edited January 17, 2016 by lpgunit Link to post Share on other sites
The Hero 7,262 Posted January 17, 2016 Author Share Posted January 17, 2016 (edited) It's the Leeds engine, which is heavily based on RenderWare. It looks like they didn't write it very carefully, they have a bug in their DFF reader which shows that somebody really had no idea what he was doing, I already sent a complaint mail telling them about this idiotic code (which only works coincidentally) but got no response. Edited January 17, 2016 by The Hero 6 Link to post Share on other sites
lpgunit 499 Posted January 18, 2016 Share Posted January 18, 2016 It's the Leeds engine, which is heavily based on RenderWare. It looks like they didn't write it very carefully, they have a bug in their DFF reader which shows that somebody really had no idea what he was doing, I already sent a complaint mail telling them about this idiotic code (which only works coincidentally) but got no response. So the Stories engine is more or less an RW fork then? And not to mention that they did a rather lame attempt with the fonts as well. Link to post Share on other sites
The Hero 7,262 Posted January 20, 2016 Author Share Posted January 20, 2016 Update: - fixed bug with PS2 geometry - improved importing of skinned geometry (it was pretty f*cked up before) 7 Link to post Share on other sites
The Hero 7,262 Posted January 25, 2016 Author Share Posted January 25, 2016 (edited) Now that it's been exactly 11 years since I registered on this forum I think it's a good opportunity to release the first version of the exporter I've been working on in the last week. It's still a bit rough but the most important stuff should be working. EDIT: Note that i haven't tested everything in game (only VC player.dff really). Report any bugs you encounter. Edited January 25, 2016 by The Hero 8 Link to post Share on other sites
Jinx. 7,759 Posted January 25, 2016 Share Posted January 25, 2016 Yeah! Thanks Link to post Share on other sites
lpgunit 499 Posted January 25, 2016 Share Posted January 25, 2016 Hmm, let's see if converting a vehicle using this tool would work just as fine as with Kam's. Link to post Share on other sites
miclin 160 Posted January 25, 2016 Share Posted January 25, 2016 Kams never worked fine... 1 Link to post Share on other sites
lpgunit 499 Posted January 25, 2016 Share Posted January 25, 2016 Not to mention that Zmodeler DFFs are somewhat different and thus required a small tool for them to be imported in Max. Link to post Share on other sites
ermaccer 1,736 Posted January 25, 2016 Share Posted January 25, 2016 Link, please? Link to post Share on other sites
Jinx. 7,759 Posted January 25, 2016 Share Posted January 25, 2016 Link, please?Check the OP, man. Link to post Share on other sites
ermaccer 1,736 Posted January 25, 2016 Share Posted January 25, 2016 Not to mention that Zmodeler DFFs are somewhat different and thus required a small tool for them to be imported in Max.Link for tool . Link to post Share on other sites
AdusPL 3,775 Posted January 25, 2016 Share Posted January 25, 2016 No support for x32 3ds Max? Link to post Share on other sites
The Hero 7,262 Posted January 25, 2016 Author Share Posted January 25, 2016 No, sorry. What version do you need...perhaps I can compile a 32 bit version. 1 Link to post Share on other sites
AdusPL 3,775 Posted January 25, 2016 Share Posted January 25, 2016 I have 2011 version. Link to post Share on other sites
Sneed 12,768 Posted January 25, 2016 Share Posted January 25, 2016 I have some problems with version selection 2 Link to post Share on other sites