Tut98 Posted June 23, 2020 Share Posted June 23, 2020 (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 June 23, 2020 by Tut Greco typo gold_fish 1 Link to comment Share on other sites More sharing options...
Tut98 Posted June 24, 2020 Share Posted June 24, 2020 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 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. This is the difference between same files replacing ID 1162 (tuning part) and 1337 (world object): 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? Link to comment Share on other sites More sharing options...
Bane712 Posted June 24, 2020 Share Posted June 24, 2020 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. Link to comment Share on other sites More sharing options...
Tut98 Posted June 24, 2020 Share Posted June 24, 2020 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. Link to comment Share on other sites More sharing options...
gold_fish Posted June 24, 2020 Share Posted June 24, 2020 (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 June 24, 2020 by gold_fish Tut98 1 Link to comment Share on other sites More sharing options...
The Hero Posted June 24, 2020 Author Share Posted June 24, 2020 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. 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...
gold_fish Posted June 24, 2020 Share Posted June 24, 2020 (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 June 24, 2020 by gold_fish Link to comment Share on other sites More sharing options...
The Hero Posted June 24, 2020 Author Share Posted June 24, 2020 (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 June 24, 2020 by The Hero gold_fish 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...
The Hero Posted June 30, 2020 Author Share Posted June 30, 2020 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. Tut98, 5d0, Zeneric and 2 others 4 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...
Tut98 Posted June 30, 2020 Share Posted June 30, 2020 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. Link to comment Share on other sites More sharing options...
The Hero Posted July 1, 2020 Author Share Posted July 1, 2020 (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 July 1, 2020 by The Hero Sergiu, Tut98 and Jinx. 2 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...
Tut98 Posted July 3, 2020 Share Posted July 3, 2020 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 Link to comment Share on other sites More sharing options...
The Hero Posted July 3, 2020 Author Share Posted July 3, 2020 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. Tut98 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...
cj2000 Posted July 3, 2020 Share Posted July 3, 2020 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? Link to comment Share on other sites More sharing options...
The Hero Posted July 3, 2020 Author Share Posted July 3, 2020 Yes. Skygfx uses it of course, but vanilla PC does not. 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...
Tut98 Posted July 9, 2020 Share Posted July 9, 2020 (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 July 9, 2020 by Tut Greco Link to comment Share on other sites More sharing options...
Tut98 Posted July 12, 2020 Share Posted July 12, 2020 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? Link to comment Share on other sites More sharing options...
The Hero Posted July 12, 2020 Author Share Posted July 12, 2020 No. I'd rather fix the code, but i'd need some file that it can't handle to test it. Tut98 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...
Tut98 Posted July 12, 2020 Share Posted July 12, 2020 (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 July 13, 2020 by Tut Greco updated file Link to comment Share on other sites More sharing options...
Gmer Posted July 13, 2020 Share Posted July 13, 2020 @The Hero i found a model that causes 3DS Max to freeze when you try to import it Here is the DFF: https://www.dropbox.com/s/n5mhox29ddfltyx/vehicle.dff?dl=1 so i think you can find a plugin bug, if you reproduce.. Link to comment Share on other sites More sharing options...
The Hero Posted July 15, 2020 Author Share Posted July 15, 2020 thanks. i don't know when i'll have time to look into this, but at least we have it documented here now. gold_fish 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...
Meng Fan Posted July 25, 2020 Share Posted July 25, 2020 (edited) Why not rwio2016.dli x64 Edited July 25, 2020 by Meng Fan Typo Link to comment Share on other sites More sharing options...
Tut98 Posted July 25, 2020 Share Posted July 25, 2020 4 hours ago, Meng Fan said: Why not rwio2016.dli x64 Back when I was using Max 2016, rwio2015.dli worked just fine for me. Link to comment Share on other sites More sharing options...
Meng Fan Posted July 25, 2020 Share Posted July 25, 2020 22 minutes ago, Tut Greco said: Back when I was using Max 2016, rwio2015.dli worked just fine for me. 3dmx2016 can really use rwio2015.dli, then you can use rwio17 and 18! Link to comment Share on other sites More sharing options...
atay26 Posted August 4, 2020 Share Posted August 4, 2020 can some one give me a script to import gta: lcs ios dff modles into 3dsmax Link to comment Share on other sites More sharing options...
Jago Posted August 4, 2020 Share Posted August 4, 2020 56 minutes ago, atay26 said: can some one give me a script to import gta: lcs ios dff modles into 3dsmax try using lcsconv before importing Link to comment Share on other sites More sharing options...
atay26 Posted August 4, 2020 Share Posted August 4, 2020 1 hour ago, Mr. Jago said: try using lcsconv before importing ok but what dff importer should i use, tried kams script dff/io but the bones f*ck up so any other dff importers? Link to comment Share on other sites More sharing options...
Tut98 Posted August 5, 2020 Share Posted August 5, 2020 On 8/4/2020 at 9:16 AM, atay26 said: ok but what dff importer should i use, tried kams script dff/io but the bones f*ck up so any other dff importers? I think this query deserves a new thread, can you please make one in https://gtaforums.com/forum/332-gta-iii-vc-sa/ Going off what you said it could be as minor as an import setting when using Kam's. Please ensure that you have pressed the A button to load skinned data when importing. Link to comment Share on other sites More sharing options...
Meng Fan Posted August 8, 2020 Share Posted August 8, 2020 Why can't light and shadow control DFF Link to comment Share on other sites More sharing options...
Tut98 Posted August 8, 2020 Share Posted August 8, 2020 2 hours ago, Meng Fan said: Why can't light and shadow control DFF Please elaborate on your question Link to comment Share on other sites More sharing options...
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