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DFF importer and exporter for 3ds max


The Hero
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38 minutes ago, Tut Greco said:

请详细说明您的问题:)

 

It means that DFF lighting is fixed during the day and night. There is no timecyc to adjust the lighting:colgate:

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6 hours ago, Meng Fan said:

No, no, I mean the Dff exported by rwio doesn't automatically adjust the lighting.

Ok, make sure that you have the export settings "Vertex prelights" and "Extra vertex colors" else it won't have any lighting but white tint. 

Lighting from the scene lights can be applied using a VertexPaint modifier, or set to a static value using the Paint bucket tool in the GUI that comes with the modifier.

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On 8/9/2020 at 4:28 AM, Tut Greco said:

Ok, make sure that you have the export settings "Vertex prelights" and "Extra vertex colors" else it won't have any lighting but white tint. 

Lighting from the scene lights can be applied using a VertexPaint modifier, or set to a static value using the Paint bucket tool in the GUI that comes with the modifier.

Grand Theft Auto Three the Ghost town mod Multiple Model attach ground how export UV No Wrong chaos,Sorry, my English is not good!

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  • 3 weeks later...
Quote

 

Hey all,

 

I've tried installing this plugin into 3dsmax 2020, and I'm having no luck using it.

I'm on 64bit, on an intel proceesor, I cannot see a .DLL file for this specific configuration?

Does this mean I have to revert to 3dsmax 2012 to be able to use the plugin?

 

 

For any future people, I popped the JUST amd64 2020 DLL file in the plugins/ folder (with no architecture folder) and it worked. Dont copy all the DLLs, that will break things.

Edited by Aries4
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  • 3 weeks later...

Is there any chance the tool will be updated to support import/export for iOS LCS dffs? There's currently no backwards conversion for these (pc, etc. dff -> iOS dff) so I lose the existing structure by using lcsconv before importing. Thanks. 

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I don't think so. for importing you can just convert everything to RW dffs. and *creating* RSL3D dffs is nothing my code can do anyway.

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On 9/20/2020 at 2:25 PM, The Hero said:

I don't think so. for importing you can just convert everything to RW dffs. and *creating* RSL3D dffs is nothing my code can do anyway.

I see - thanks.

 

I had read on the GTA wiki that iOS/android LCS includes code to read and write MDLs. Do you have any idea how to get the game to show and render these?

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  • 2 weeks later...

Is it possible to add correct vertex alpha export to the plugin?

 

Currently I use Deniska's script but it does not have the Lighting Flag, which adds a special tint to object lighting.

 

I have tried extracting the vertex sections with RWanalyze, but it corrupts the file.

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It already is supported. There are map channels for normal colors, normal alpha, extra colors and extra alpha.

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13 minutes ago, The Hero said:

It already is supported. There are map channels for normal colors, normal alpha, extra colors and extra alpha.

That's a curious one. It does export/import it correctly. It does not render in-game, as opposed to Deniska's script. I can upload a sample model if wanted.

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I suspect you're using the default PC building pipeline. That one can't render vertex alpha unless you turn off the lighting flag. Skygfx should render it.

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11 minutes ago, The Hero said:

I suspect you're using the default PC building pipeline. That one can't render vertex alpha unless you turn off the lighting flag. Skygfx should render it.

Yeah turning it off does work. Thanks for the suggestion. Unfortunately Skygfx does not work with MTA. Do you think there's a workaround for it? I'm curious what Deniska did. Never mind, I'm confusing myself now. :catloaf:

Edited by Tut98
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On 10/3/2020 at 12:54 PM, Tut98 said:

Yeah turning it off does work. Thanks for the suggestion. Unfortunately Skygfx does not work with MTA. Do you think there's a workaround for it? I'm curious what Deniska did. Never mind, I'm confusing myself now. :catloaf:

what is the result with the KAM script?

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13 hours ago, gold_fish said:

what is the result with the KAM script?

I don't recall Kam's script exporting it. I wonder, does R* vertexalpha models work as expected or is it the same as the result I described?

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how to fix this?

i use 3ds max 2018, when trying import some dff i getting this error.

aPCWmr5.png

 

Edited by F_act
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8 hours ago, Tut98 said:

I don't recall Kam's script exporting it. I wonder, does R* vertexalpha models work as expected or is it the same as the result I described?

the ability to export vertex alpha through the KAM script 2018 was implemented long ago

 

Edited by gold_fish
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On 10/6/2020 at 9:12 AM, gold_fish said:

the ability to export vertex alpha through the KAM script 2018 was implemented long ago

 

Oh that's nice. I was refering to original kam's scripts, but it's good to know - now I know not to necessarily point people to Deniska's or The Hero's for vertex alpha exports. Thank you 👍

 

@F_act please run the DFF through RW Analyze and see if it's looking fine. You can reference a R* DFF to see how the structure should look. If it's only one section that means it's "locked", but can easily be unlocked.

Edited by Tut98
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skatefilter5

I'm using 3dmax 2014 and the export was HORRIFYING !!! JUST LOOK!

 

First 3dmax 2010 was the best (sadly expired) no im mad and installers is f*cked after getting rid of all autodesk installed my computer

 

Tried 3dmax 2021 doesnt support exporting skins

 

Now 3dmax 2014 just corrupts any  when i export it

 

https://imgur.com/Bvry9R9

 

https://imgur.com/Bvry9R9

 

I might seems to use for cutscene, but i want it on gameplay

How do i fix this?

Edited by skatefilter5
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@skatefilter5 the plugin doesn't export skin data 100% so that's the reason you're getting this result. I like to use original Kam's scripts for skinned meshes. See quote

  

On 7/3/2020 at 11:16 AM, The Hero said:

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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skatefilter5
3 minutes ago, Tut98 said:

@skatefilter5 the plugin doesn't export skin data 100% so that's the reason you're getting this result. I like to use original Kam's scripts for skinned meshes. See quote

  

 

i tried kams scripts 2009 and kams scripts 2018 , same result 

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On 1/16/2016 at 5:44 PM, The Hero said:

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.

Hey, I'm curious if you have some examples of this fix as I haven't tested it myself yet.

Never mind. I came across of a model that imported with all meshes using 1 primary color material. Using your import option fixed it. Thank you.

Edited by Tut98
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  • 1 month later...

Excellent work, I haven't used the kams scripts for a month after installing that, but ...
What happens to the explicit normals when splitting? They are disappearing, I have a piece that I want to remove "a piece" from (it's worth the redundancy) and when I do, the explicit normals just disappear (it's like doing a cleaning of the groups of normals), could you fix it?

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Just now, Tut98 said:

You can duplicate the faces and flip them around. If your hair has alpha channel, make sure the hair material is set last in the material ID list.

 

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  • 4 weeks later...

Can anyone school me on how to export peds to SA using this plugin? I managed to do one for VC but that was quite some time ago, and when I try to export a rigged ped model, not only that it's lying down but it didn't come up as skinned either:

SMqpdY7.png

76561198000404928.png

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