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DFF importer and exporter for 3ds max


The Hero

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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...
lpgunit

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

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shanks117

Can I make this work for another game that also uses ddf files ?

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lpgunit
1 hour ago, shanks117 said:

Can I make this work for another game that also uses ddf files ?

You could try, assuming that it uses much the same RW formats as GTA. I am not sure if this works on SpongeBob SquarePants: Battle for Bikini Bottom though I heard the BfBB modding/speedrun community used Kam's scripts to load up the DFFs used by the game.

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shanks117

I am try'd using kam's scriped but it crashes the game right away, this is for a game called Dragonball Online

some people managed to do it with this I heard but they are not willing to share information.

maybe we can write over discord ?

 

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lpgunit
3 minutes ago, shanks117 said:

I am try'd using kam's scriped but it crashes the game right away, this is for a game called Dragonball Online

some people managed to do it with this I heard but they are not willing to share information.

maybe we can write over discord ?

 

Try messaging aap as he knows more about RW formats than I do.

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Zeneric
On 1/13/2021 at 5:47 AM, lpgunit said:

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

 

You need to do this in order:

select the root bone/dummy

hold ctrl and select the object (ped model)

then right click and select "select child nodes"

now you can export.

Edited by Zeneric
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  • 3 weeks later...
Cleoude

bUirRQ.jpg

I exported so many times. I shaded materials but I couldn't fix that transparency... How to fix it? Anyone?

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Tut98
7 hours ago, Cleoude said:

bUirRQ.jpg

I exported so many times. I shaded materials but I couldn't fix that transparency... How to fix it? Anyone?

Try giving the rotor blades material 0,995 alpha value rather than 1. Or vice versa. Does it happen in only a select few locations? Is this a pre-modded model? Did you import with "Take material ID from mesh" - if not, try doing that

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Cleoude
5 hours ago, Tut98 said:

Try giving the rotor blades material 0,995 alpha value rather than 1. Or vice versa. Does it happen in only a select few locations? Is this a pre-modded model? Did you import with "Take material ID from mesh" - if not, try doing that

Edit: I fixed

Edited by Cleoude
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  • 2 weeks later...
LeatherJacketSoldier

Hey, I've tried to use 32-bit plugin for 3DS Max 2009 32-bit, but didn't work (it says the plugin failed to initialize and that the specified module can't be found). I installed on another computer 3DS Max 2009 64-bit, and then used the 64-bit plugin, which worked. I guess the 32-bit plugin for 2009 doesn't work at all, but, Would you mind fixing it, if it's possible? You might also want to check if the other 32-bit plugins are working correctly, but I can't use a newer version of 3DS Max because both of my computers doesn't meet the minimum requirements.

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devmode.lua

Maybe it's possible to compile a plugin for 3ds Max 8.0? I'm found this old version is perfect for modding older games. It's weightless then newest 3dsMax'es, gluchless then 2009-2014 versions, and fully functional for making maps for GTA 3d Era.

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The Hero

One could try. i don't know if i use anything that was introduced only later so it might work. but i don't have the sdk around right now.

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devmode.lua
9 minutes ago, The Hero said:

but i don't have the sdk around right now.

I have the Max 8 SDK on my disk

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hamza1526

Hi Hero, 

Just wanna say thanks so much for sharing this plugin, its somthing that i've been looking for!!, but i was wondering i've got 3ds max 2019, in your post you mention that it supports 2019 but i cant find any file for max 2019.

Does your script support 2019?,

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hamza1526
3 minutes ago, The Hero said:

some versions are binary compatible. maybe try 2018?

So you advise me to use 3ds max 2018 then instead?

wait never mind i understand what you meant now haha

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hamza1526

Doesnt work, sadly

 

ERROR -- AutoDesk\3ds Max 2019\PlugIns\rwio2018.dli> is not made for this version of the program - not loading

 

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The Hero

that is strange. i don't seem to have a 2019 sdk lying around either. if you send me one i'll see if it works.

 

the max 8 sdk is having some compiling issues, but maybe i can sort it out.

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hamza1526
1 hour ago, The Hero said:

that is strange. i don't seem to have a 2019 sdk lying around either. if you send me one i'll see if it works.

 

the max 8 sdk is having some compiling issues, but maybe i can sort it out.

I would be happy to send you one, where can i find this 2019 sdk?, to send to you

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  • 2 weeks later...
firedihm

When I export GTA 3's skinned peds, their hands get messed up. They also appear lying after re-import, instead on standing like after initial import.

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