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DFF importer and exporter for 3ds max


The Hero
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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.

76561198000404928.png

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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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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.

76561198000404928.png

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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...

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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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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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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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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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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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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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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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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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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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...

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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  • 3 weeks later...

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)

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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.

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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.

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  • 2 weeks later...
devmode.lua
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

Snimok_ekrana_(31).png

 

 

And I comple the plugin for max 9-2008.

Unlike max 8, its compile without an adventures. 

Edited by devmode.lua
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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.

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@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🙂

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Should be enough to drag'n'drop the android dff on it. that should give you out.dff, which is normal RW format.

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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 by Meng Fan
cypo
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