lpgunit Posted January 14, 2021 Share Posted January 14, 2021 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. Link to comment Share on other sites More sharing options...
shanks117 Posted January 14, 2021 Share Posted January 14, 2021 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 ? Link to comment Share on other sites More sharing options...
lpgunit Posted January 14, 2021 Share Posted January 14, 2021 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. Link to comment Share on other sites More sharing options...
shanks117 Posted January 14, 2021 Share Posted January 14, 2021 who is aap ? RyanDri3957V 1 Link to comment Share on other sites More sharing options...
Zeneric Posted January 15, 2021 Share Posted January 15, 2021 (edited) 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: 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 January 15, 2021 by Zeneric lpgunit 1 Link to comment Share on other sites More sharing options...
Cleoude Posted February 4, 2021 Share Posted February 4, 2021 I exported so many times. I shaded materials but I couldn't fix that transparency... How to fix it? Anyone? Link to comment Share on other sites More sharing options...
Tut98 Posted February 4, 2021 Share Posted February 4, 2021 7 hours ago, Cleoude said: 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 Cleoude 1 Link to comment Share on other sites More sharing options...
Cleoude Posted February 4, 2021 Share Posted February 4, 2021 (edited) 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 February 4, 2021 by Cleoude Link to comment Share on other sites More sharing options...
LeatherJacketSoldier Posted February 13, 2021 Share Posted February 13, 2021 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. Link to comment Share on other sites More sharing options...
devmode.lua Posted February 13, 2021 Share Posted February 13, 2021 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. Link to comment Share on other sites More sharing options...
The Hero Posted February 13, 2021 Author Share Posted February 13, 2021 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. 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...
devmode.lua Posted February 13, 2021 Share Posted February 13, 2021 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 Link to comment Share on other sites More sharing options...
hamza1526 Posted February 13, 2021 Share Posted February 13, 2021 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?, Link to comment Share on other sites More sharing options...
The Hero Posted February 13, 2021 Author Share Posted February 13, 2021 some versions are binary compatible. maybe try 2018? hamza1526 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...
hamza1526 Posted February 13, 2021 Share Posted February 13, 2021 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 Link to comment Share on other sites More sharing options...
hamza1526 Posted February 13, 2021 Share Posted February 13, 2021 Doesnt work, sadly ERROR -- AutoDesk\3ds Max 2019\PlugIns\rwio2018.dli> is not made for this version of the program - not loading Link to comment Share on other sites More sharing options...
The Hero Posted February 13, 2021 Author Share Posted February 13, 2021 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. devmode.lua 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...
hamza1526 Posted February 13, 2021 Share Posted February 13, 2021 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 Link to comment Share on other sites More sharing options...
firedihm Posted February 22, 2021 Share Posted February 22, 2021 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. Link to comment Share on other sites More sharing options...
bogdan1337 Posted March 16, 2021 Share Posted March 16, 2021 thank you its works Link to comment Share on other sites More sharing options...
XanaBax Posted March 16, 2021 Share Posted March 16, 2021 How about adding an option to toggle on/off transparency in 3ds Max viewport for each texture? I tried to use PNGs without alpha and DDS saved in DXT1 without alpha channel data again but 3ds Max shows them as if the textures are transparent and it causes these bugs. https://imgur.com/a/IrYHm6L And disabling/enabling transparency in viewport isn't the best option since I have some transparent textures. Just make an option to toggle on/off image transparency or make it separate slot for alpha texture purely for viewport purposes (just like Kam's material has,I know GTA doesn't actually use the alpha map data that Kam's scripts export but it may be useful to set it up in Viewport in case you export alpha channel as separate image or bitmap settings in 3ds Max fail to work properly) Link to comment Share on other sites More sharing options...
Tut98 Posted March 18, 2021 Share Posted March 18, 2021 A box for toggling alpha yes/no would be fine. I usually render my transparent materials or using Kam's materials, and then converting to RW mtl using GTA Helper utility. Sadly scanline activeshade won't work too well so I don't rely on that, but just static renders instead. Link to comment Share on other sites More sharing options...
The Hero Posted March 18, 2021 Author Share Posted March 18, 2021 Materials are really a bit of a problem. not quite sure how to handle them properly. Problem is 3ds max doesn't modulate a texture with the material color so i have to create more complex materials under the hood and that's probably not ideal. Also the RW material has no alpha mask texture, which is a bit unfortunate, but i just copied the original RW material in this regard. maybe i'll have to find a better solution to all of this eventually. 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...
devmode.lua Posted April 1, 2021 Share Posted April 1, 2021 (edited) On 3/18/2021 at 5:27 PM, The Hero said: Materials are really a bit of a problem. not quite sure how to handle them properly. Problem is 3ds max doesn't modulate a texture with the material color so i have to create more complex materials under the hood and that's probably not ideal. Also the RW material has no alpha mask texture, which is a bit unfortunate, but i just copied the original RW material in this regard. maybe i'll have to find a better solution to all of this eventually. Maybe then would better change this scripted RW material to scripted attribute for standard material? Clear advantage of this solution - the full compatible with everything. ___ And just like an addition, I found a strange behaviour of RW mat on old 3ds max versions. Looks like texture map is squeezed in size and invisible regions to appear on the borders. Spoiler And I comple the plugin for max 9-2008. Unlike max 8, its compile without an adventures. Edited April 4, 2021 by devmode.lua Link to comment Share on other sites More sharing options...
MonteiroZ4 Posted April 5, 2021 Share Posted April 5, 2021 On 1/15/2021 at 1:06 AM, Zeneric said: 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. How to do this in 3ds max 2010? I want to export a hair model from CJ. Link to comment Share on other sites More sharing options...
Meng Fan Posted April 7, 2021 Share Posted April 7, 2021 @The Hero Hello, how do I convert the model to Android LCS, or I hope you can do that, I need to open the Android LCS DFFS model Link to comment Share on other sites More sharing options...
The Hero Posted April 7, 2021 Author Share Posted April 7, 2021 (edited) try this http://gta.rockstarvision.com/utils/librw_bin/lcsconv.exe converting TO LCS is not possible, but you can convert FROM. Edited April 7, 2021 by The Hero 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 April 8, 2021 Share Posted April 8, 2021 (edited) 8 hours ago, The Hero said: try this http://gta.rockstarvision.com/utils/librw_bin/lcsconv.exe converting TO LCS is not possible, but you can convert FROM. How do I use it? Edited April 8, 2021 by Meng Fan typo Link to comment Share on other sites More sharing options...
The Hero Posted April 8, 2021 Author Share Posted April 8, 2021 Should be enough to drag'n'drop the android dff on it. that should give you out.dff, which is normal RW format. 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 April 8, 2021 Share Posted April 8, 2021 (edited) Android LCS has been converted to FROM, but the skin has a black mold, which can only be used on PC. I can handle the black mold, thank you for your help,I just found that the IMG file in Android LCS does not have the DIR file Edited April 8, 2021 by Meng Fan cypo Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now