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The Hero

DFF importer and exporter for 3ds max

Recommended Posts

Gmer
Posted (edited)
On 7/14/2018 at 11:31 AM, Neos7 said:

can a 2016 build be included in the release?

thanks

from the download it is rwio_3.1d\plugins\amd64\ > rwio2015.dli

It's either mistitled, or there is a failure to distinguish because this version is compatible with both 3DS 2015 and 3DS 2016.

 

I am serious, ive been using the "2015" plugin for 3DS 2016 for many months, without ever a single issue. Just do it, it works perfectly.

Maybe The_GTA can clear up the confusion.. as you can see on maintopic post, its supported, and I think rwio2015.dli is just intended to be it.

Edited by Gmer

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Neos7
9 hours ago, Gmer said:

from the download it is rwio_3.1d\plugins\amd64\ > rwio2015.dli

It's either mistitled, or there is a failure to distinguish because this version is compatible with both 3DS 2015 and 3DS 2016.

 

I am serious, ive been using the "2015" plugin for 3DS 2016 for many months, without ever a single issue. Just do it, it works perfectly.

Maybe The_GTA can clear up the confusion.. as you can see on maintopic post, its supported, and I think rwio2015.dli is just intended to be it.

Oh right 2016 supports binary compiled plugins with 2015 SDK

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Gmer
Posted (edited)
On 1/16/2016 at 5:44 PM, The Hero said:

It should work with 3ds max 2009, 2010, 2011, 2012, 2014, 2015, 2016, 2017 and 2018.

Do you know if the plugin for 2018 also supports 3DS 2019? I won't risk updating my 3DS if i cant use it after that..

Edited by Gmer

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Tut Greco

For some reason I can't use this texture in my models using your exporter, it's very weird.

9gYchEH.png

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xiaogui319

Import GTAVC CAR DFF Texture UV will be lost。

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Tut Greco

How do I go about removing smoothing groups so that the model is hard edged? I want my stone statue to have facet'ish display and not fully smooth;

PyJEcbB.png

@The Hero

Edited by Tut Greco

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guard3

You can adjust the smoothing groups the way you want. The exporter preserves the smoothing groups you have already.

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The Hero

It will *not* import smoothing groups, but what you can do if you want to preserve the original smoothing is to import explicit normals.

For your case, just don't import explicit normals and adjust the smoothing groups to your liking.

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Gmer
On 9/21/2018 at 4:21 PM, The Hero said:

It will *not* import smoothing groups, but what you can do if you want to preserve the original smoothing is to import explicit normals.

For your case, just don't import explicit normals and adjust the smoothing groups to your liking.

Unfortunately, while I respect your efforts, 'Explicit normals' is rarely usable because this import option will crash 3DS Max 99% of the times, when the model you're importing does have normals (so practically always crashes when you want to use that function).

I am not virtually 100% sure if it happens in all scenarios, because I only tried importing vehicles with the function, and not objects.


Also there is more to your plugin that is able to crash 3DS, if i may report this to you then it's: using GTA helper kams material feature, and then going to another tab (like modifiers) thus getting away from GTA helper view to the right.. now, if you try return to where GTA helper is opened, away from modifiers to that view, 3DS crashes. So basically, we can only use GTA helper once, and then when you are done with modelling session right after using it, you gotta restart 3DS to make sure you wont crash upon trying to use it (or anything else in that view) again. This has became like a routine for me, that workaround, and I would totally understand if you dont have time to debug or fix it.

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The Hero

I've had crashes before, often fixed them but there are still some left I suppose. The whole plugin is a dumpster fire. I started out super motivated to write a proper max plugin and then the max SDK sucked all life out of my soul.

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