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The Hero

DFF importer and exporter for 3ds max

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gold_fish

by the way @Bane712 could you share in a personal message dff which have 3 UV channels so I can study them? I understand that these are gta sa models?

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kaichi

Do you know how can i activate this Geometry Tristrip?

https://drive.google.com/file/d/1N5BOFjdnADRfe0ILkuCRH5MvtC3RbgaW/view?usp=sharing

Ps: This isn't GTA file, it's from an game that utilizes Renderware too, called Dragon Ball Online, your .addon it's the only one that import everything perfect into the 3DS, but i'm having problems with exporting. (The game recognizes the Rigging, but the mesh become invisible), if you can help-me more, to make an version to work in this game, go contact-me please, it's almost working, just need to fix these problems.
Email: [email protected]

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firedihm

I'm having troubles importing models with Max 2021. They all have broken material IDs

 

HcFfawG.png

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The Hero

I bet this is a fault in the dff. KAM's exporter doesn't export material IDs properly, or at least it didn't use it.

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firedihm
Posted (edited)

If I import it with KAMs, can I still export it with your scripts?

Edited by firedihm

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Tut98
Posted (edited)
11 hours ago, firedihm said:

If I import it with KAMs, can I still export it with your scripts?

I'm sorry for not finding you already asked in here, but here's my reply on your other thread: https://gtaforums.com/topic/957367-incorrect-uv-mapping-after-imort-in-3ds-max-2021/?do=findComment&comment=1071257197

 

Quote

For OP: Is that a model exported by other plugins? It's something that generally happens when importing kam's models with The Hero's plugin. What you can do is import using kam's and then use GTA HELPER to convert to RW materials and you're good to go (in most cases). It imports game files correctly for me using Max 2021. But yeah this is better discussed on The Hero's thread.

 

Also while I'm here @The Hero do you happen to know how to prevent the ghosting materials from occuring? It's very frustrating to work with on larger scenes where every material flashes when orbiting around. It also happens when materials without maps are being displayed. Having this fixed would be very nice on the eye. :D 

Edited by Tut Greco
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The Hero

I may implement fixing material assignment sometime, and also importing materials as standard materials. i still have a few other things on my mind though, but i actually am working on 3ds max stuff right now.

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gold_fish
Posted (edited)
6 hours ago, Tut Greco said:

I'm sorry for not finding you already asked in here, but here's my reply on your other thread: https://gtaforums.com/topic/957367-incorrect-uv-mapping-after-imort-in-3ds-max-2021/?do=findComment&comment=1071257197

 

 

Also while I'm here @The Hero do you happen to know how to prevent the ghosting materials from occuring? It's very frustrating to work with on larger scenes where every material flashes when orbiting around. It also happens when materials without maps are being displayed. Having this fixed would be very nice on the eye. :D 

 

Materials may blink if duplicated polygons are used in the model, this is not a bug, this is an unusual way to create a two-sided render, you just need to enable the backface cull flag in the model properties

 

 

As with translucent models, in fact, the material becomes translucent, if the material uses the alpha channel (mask), this is not a bug, just the model textures are simultaneously used as a texture and as a mask, which leads to such a problem

Edited by gold_fish
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Tut98
Posted (edited)
On 6/22/2020 at 8:23 AM, The Hero said:

I may implement fixing material assignment sometime, and also importing materials as standard materials. i still have a few other things on my mind though, but i actually am working on 3ds max stuff right now.

Cool thanks. Right now I'm using GIMS EVO to convert to standard material type. Not the best but it works. Even with them converted to standard scanline RBG multiply maps, they still show the bug. It's a little strange.

 

@gold_fish thanks for your indepth explanation. I'm not sure I explained it correctly so I've just recorded my viewport showing the material issue:

https://streamable.com/6s8a24

Edited by Tut Greco
typo
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Tut98

Hey @gold_fish and @The Hero, I and someone have tried to correct some tuning parts which didn't show up the way they should. Both of your exporters show the same result (I'm adding it to a spoiler (no pun intended), there's a few screenshots):
 

Spoiler


unknown.png

Where the left is exported and right is default. It was exported with normals enabled, and its materials correctly contains envmap and specmap.

 

Fixing it was done by exporting the following section from a default tuning part (ID 1162), into our custom tuning part.

unknown.png

mta-screen_2020-06-24_07-41-44.png

 

This is the difference between same files replacing ID 1162 (tuning part) and 1337 (world object):

unknown.png

 

I have linked below the sample files if you'd like to test it out ! :)

 

https://cdn.discordapp.com/attachments/308956559201796097/725228723363905546/spl_a_j_b.dff -- default untouched tuning part

https://cdn.discordapp.com/attachments/308956559201796097/725229286662864987/1162_2.dff -- custom tuning part exported with The Hero's script

https://cdn.discordapp.com/attachments/308956559201796097/725228721140924466/fix_section -- extension copied from tuning part's DFF as shown in previous images

https://cdn.discordapp.com/attachments/308956559201796097/725228718632730734/1162.dff -- custom tube with the extension copied over

Note: they use the texture of Jester (remapjesterbody256).

 

Do you reckon there's something missing on exporting to DFF?

 

 

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Bane712
On 6/18/2020 at 9:34 AM, gold_fish said:

by the way @Bane712 could you share in a personal message dff which have 3 UV channels so I can study them? I understand that these are gta sa models?

@gold_fish What do you mean?

Most custom models i see nowadays have a lot of UV channels, i have a samurai edge model that has like, 5 uv channels for the single mesh, a texture for the grip, a texture for the flashlight, another texture for the laser and so on, it's very common among modelers.

I have exported models like that with the updated kam's max scripts, i don't get why this ain't normal for you.

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Tut98
1 hour ago, Bane712 said:

@gold_fish What do you mean?

Most custom models i see nowadays have a lot of UV channels, i have a samurai edge model that has like, 5 uv channels for the single mesh, a texture for the grip, a texture for the flashlight, another texture for the laser and so on, it's very common among modelers.

I have exported models like that with the updated kam's max scripts, i don't get why this ain't normal for you.

What you're describing is a model that uses 1 UV channel and has multiple materials for its mesh. The UV's are simply overlapping eachother, but that's only visible in the UV space. If your texture are tileable, you'll see UV's way outside of the primary UV space. This is not to be confused with multiple UV channels. :)

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gold_fish
Posted (edited)
4 hours ago, Bane712 said:

@gold_fish What do you mean?

Most custom models i see nowadays have a lot of UV channels, i have a samurai edge model that has like, 5 uv channels for the single mesh, a texture for the grip, a texture for the flashlight, another texture for the laser and so on, it's very common among modelers.

I have exported models like that with the updated kam's max scripts, i don't get why this ain't normal for you.

In general, it is very strange why there are so many UV channels, when all this can be placed in one, in addition, the DFF structure accommodates a maximum of 3 Uv channels

 

Can you show what UV channels do you mean? Where do you view them? Can you show them?

Edited by gold_fish
  • YEE 1

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The Hero

RpGeometry and hence DFFs can have up to 8 UV channels. I think rwio supports that but i don't think i ever tested it much.

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gold_fish
Posted (edited)
15 minutes ago, The Hero said:

RpGeometry and hence DFFs can have up to 8 UV channels. I think rwio supports that but i don't think i ever tested it much.

And does it support the GTA SA engine? Ie physically able to process more than 2 channels? never experimented ...
And it seems to me that Bane712 has mixed something up. Probably under UV, he means a scan of the texture, or something else ..

Edited by gold_fish

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The Hero
Posted (edited)

It all depends on the rendering pipeline. I don't think RW itself every uses more than 2 channels. in SA the second channel was only used for the PS2 vehicle env map...the PC version doesn't even use it but still requires the channel to be present.

Edited by The Hero
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The Hero

New version 3.3: you can import kam dff material now with an option on the import dialog. you can also choose to import materials as standard max materials instead of my RW thing. note this will not import any SA-specific data. added tristrip option to export.

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  • KEKW 1

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Tut98

Very nice updates The Hero. I'm glad you've got the motivation to work on it again! The option to import standard materials is very important for me so I thank you for that!

One question, and sorry for my ignorance, but what does triangle strip export do. From what I'm told it can cut down on file size a lot, but I don't really understand the visual part of it. What's its purpose?

 

Few suggestions:
 

Spoiler

 

Currently I cannot export skinned meshes although it does import them correctly. Can this be looked into?

Currently I import IPL with Kam's scripts, but neither Kam's nor Goldfish's imports certain models correctly. You'll have some rooftops with wrong materials applied. This works correctly using rwio however. Would it possible for you to rip Kam's MAP IO script and implement your DFF plugin with it, so instead of importing IPL and Kam's for models, it imports IPL and RWIO for models. I hope everything makes sense.

 

 

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The Hero
Posted (edited)

Tristrips are just a way to render a bunch of triangles. on PS2 you basically need this. on other platforms it's not so important or gives you actually worse performance. My tristripping algorithm is not very clever though, i never got around to properly implement the tunneling algorithm.

 

Exporting skinned meshes works in principle. You'll have to be more specific as to what doesn't work.

 

I'm not fixing kam's scripts. I just pushed my own gta map scripts to github, but it only supports gta3 and the user interface could also be better. I wanted jago to beta-test this for gta3d mapping but since you asked...https://github.com/gtamodding/gta_studio_max

Edited by The Hero
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  • fir thi bairns 1

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Tut98

Thanks @The Hero. I cannot tell what specifically is wrong with the skinned meshes, but it doesn't load. I have given it a quick glance using RWAnalyze and the differences between (original) Kam's and your are very significant. It seems like most of the frame list data is entirely skipped in your plugin. Please see if these sample models help. I converted it from VC to SA. Thanks in advance 👊

https://cdn.discordapp.com/attachments/308955445568077824/728524691928514600/10kams.dff

https://cdn.discordapp.com/attachments/308955445568077824/728524694734766150/10rw.dff

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The Hero

Huh...that is strange. It does export skin data but the hierarchy is almost empty. i think that can only happen if the bone tag (user property) is explicitly set negative.

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cj2000
On 6/24/2020 at 2:05 PM, The Hero said:

It all depends on the rendering pipeline. I don't think RW itself every uses more than 2 channels. in SA the second channel was only used for the PS2 vehicle env map...the PC version doesn't even use it but still requires the channel to be present.

Shure the PC version don´t use the second chanel at all?

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The Hero

Yes. Skygfx uses it of course, but vanilla PC does not.

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Tut98
Posted (edited)

This is more of a feedback for people using RWIO's GTA Helper. If you're working on a larger project and need to convert a large amount of GTA materials to RW materials, make sure that the materials aren't loaded in your scene (remove project path) so materials are just blank white. Doing this, it reduces the conversion time from roughly 2 hours (where your PC will probably freeze) to less than a minute. 👍

(The reason why you would convert from GTA to RW prior to converting to standard scanline/your type of renderer material for production rendering, is that GTA material has a desaturated appearence as opposed to RW material. GTA materials makes for less detailed renders.)

Edited by Tut Greco

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Tut98

Max crashes when attempting to export certain models with Tristrip enabled. Is it possible to instead output a warning that the model does not support tristrip option instead?

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The Hero

No. I'd rather fix the code, but i'd need some file that it can't handle to test it.

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Tut98
Posted (edited)

Thank you. It took me 16 crashes to be able to reproduce it, but here you go haha! I was able to find just 2 meshes out of the 30-40 so I think that'll help you troubleshooting on your end.

PS. It crashes immediately without any message from Autodesk either. If that's any useful to know. I hope the model helps.

https://cdn.discordapp.com/attachments/308955445568077824/731988347744026735/the_hero_tristrip_troubleshooting.rar

 

It contains Max scene for 2020 through 2021 as well as the scene exported to DFF without tristrip. It crashed on 2021, not sure about older versions since I don't use those.

Thank you again for looking into it The Hero.

Edited by Tut Greco
updated file

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The Hero

thanks. i don't know when i'll have time to look into this, but at least we have it documented here now.

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Meng Fan
Posted (edited)

Why not rwio2016.dli x64

Edited by Meng Fan
Typo

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