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DFF importer and exporter for 3ds max


The Hero
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@The Hero I hope you will be able to do Android GTA LCS DFFS version plug-in in the future, can be in 3dsMax various versions, import and export, you great come on😁

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  • 2 weeks later...
GamingWithJumbo

stupid question, but how do i get the gui to pop up? i tried running the scripts manually but nothing happens

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17 hours ago, GamingWithJumbo said:

stupid question, but how do i get the gui to pop up? i tried running the scripts manually but nothing happens

Head right under File -> Import / Export model.

The plugin works similarly to FBX and OBJ formats.

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GamingWithJumbo
8 hours ago, Tut98 said:

Head right under File -> Import / Export model.

The plugin works similarly to FBX and OBJ formats.

thanks but i don't think it works with ifp io

i tried and it doesn't work for me atleast

unknown.png

 

Edited by GamingWithJumbo
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On 4/25/2021 at 11:35 AM, GamingWithJumbo said:

thanks but i don't think it works with ifp io

i tried and it doesn't work for me atleast

unknown.png

 

This plugin can import rigged skins but to apply ifp animations you must use ifp io.

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  • 5 weeks later...
On 1/16/2016 at 7:44 PM, The Hero said:

I've been working on a dff importer (EDIT: and exporter) based on librw for 3ds max recently. I think I got to a point where I can release a first version. It should work with 3ds max 2009, 2010, 2011, 2012, 2014, 2015, 2016, 2017, 2018, 2019, 2020 and 2021

I created a new material and provided a converter to Kam's material as I don't have an exporter yet. This material is a more or less accurate copy of the official RwMaterial.

Not all things are supported yet but you should be able to import pretty much any GTA dff from any platform. That does *not* include iOS LCS dffs (yet) as they're not proper dffs.

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.

 

EDIT: As of version 2.0 there is an exporter now as well. Not everything that is imported can be exported yet, but I wanted to get this thing out.

 

See the README for some more information.

 

Version 3.3

 

EDIT: Just a comment on the "convert axes" option: In RenderWare the usual convention is for the y-axis to point up while in max z points up. Hence the official exporter rotates the hierarchy 90 deg around x. In skinned DFFs this seems to be exactly what we're observing but all other DFFs are not rotated. I don't know why that is, maybe R* wrote a custom version of the exporter that doesn't do this or something, really no idea. Anyway, I left it as an option to the user to convert the axis system back on import.

The "convert hierarchy" option should be left on. When exported in world space the official RW exporter rotates everything so max's z-up will match RW's y-up world. Models that were originally exported from max's biped objects are exported "lying down" when not exported in world space. This option rotates them so it'll look nicer.

 

Import dialog:

http://aap.papnet.eu/gta/3dsmax/impdlg.png

Export dialog:

http://aap.papnet.eu/gta/3dsmax/expdlg.png

Material:

http://aap.papnet.eu/gta/3dsmax/rwmat.png

how to run the script?

 

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On 6/5/2021 at 3:13 PM, Tured said:

how to run the script?

 

Hello. Once you have it installed in the correct path, simply navigate to File -> Import or File -> Export, depending on which you need. It works the same as if you were to import/export a, say, .fbx or .obj model but prompts a custom interface.

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devmode.lua

RWIO 2022

 

And MaxSDK 2022 for the next 'official' updates.

For compability with new MAX all what needed is add 'nameoutSize' arg to BMMGetFullFilename () in makeTexturePath void, import.cpp. Also add 'const MCHAR* NonLocalizedClassName(void) { return _T(STR_DFFCLASSNAME); };' for all Descs in main.cpp.

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  • 4 weeks later...
On 7/14/2021 at 6:51 PM, The Hero said:

no idea what you mean by that

Hello, can you crack the Android GTA3 restrictions

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On 7/14/2021 at 5:51 AM, The Hero said:

no idea what you mean by that

Yes, I am working with vehicles.
Well, in Zmodeler there was the option to configure the properties of a geometry (Format of vertices and more), I will leave you an image.
https://imgur.com/aY8nk71
So, I import my model (A car) into 3DS MAX with its Script.
Of all the parts of my vehicle I am given to include a configuration of "vertex color" in a Part (Only in this part).
I adjusted the vertex color in my piece, I am preparing to export my model, in the export parameters dialog box I select "Vertex Pre-Light" (As it should be if I want to import the configuration of the "vertex color" ).
https://imgur.com/orjQEfG
What happened with this? That when exporting the car, all the vehicle parts now have activated the "vertex channel" corresponding to the "color vertex", when I want only one part that I configured to have this channel activated, hence the example with Zmodeler, which it does let you configure that, that is, it gives you the choice to leave the color vertex option activated or deactivated (Diffuse Color in Zmodeler) in specific parts of the model and not "in the whole model".
If anything, is there a way to do that in 3DS MAX?

 

@The Hero


 

Edited by [email protected]_
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You can in fact, somebody once implemented that. Don't think i've tested it but it should work. You can give the objects you want to have prelighting a user defined property "prelit=1".

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On 7/18/2021 at 5:19 AM, The Hero said:

De hecho, alguien lo implementó una vez . No creo que lo haya probado, pero debería funcionar. Puede asignar a los objetos que desee preiluminación una propiedad definida por el usuario "prelit = 1".

Where could that include it? Could you clarify that for me please? In the properties of the object or where? Thanks for answering.
 

Edit:
It's working for me, thank you very much.
By last,

Any user defined property to only export the first UV channel into an object?

Grateful.

 

@The Hero

Edited by [email protected]_
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On 7/18/2021 at 3:47 PM, The Hero said:

just don't give it other channels. it will only export what's in the model.

That's precisely the problem.
In the material configuration I do not "add" any parameter that could define a second UV channel to my geometry (For example, the ambient reflection).

What happens? Well, it is as if no configuration was defined for that UV channel but it is still there.

https://imgur.com/zlidGCG
How do I know?
Easy, I export my model from the 3DS MAX (With its Script and with the aforementioned configuration) and later I import it to Zmodeler (I know it is silly to import the model to Zmodeler, but it is a very specific question of mine) and when checking the properties of the geometry (Previously modified in 3DS MAX) leaves "2 UV channels" available. Why?

https://imgur.com/IeTfZtX

What is the reason for all this for me?
I adapt vehicles to the IVF hazard lights function.
This function assigns "the coloring of a .elm configuration file" to the geometry, useful for not using "on / off" textures but many times it is not convenient and even breaks with aesthetics, what is the solution? Apparently it uses the "second UV channel" for that function, so in Zmodeler, I "lock the number of UV channels to 1" and achieve the result. (For context and this doesn't look like nonsense, I hate going back to Zmodeler for these things)


By the way, thank you very much for answering me and excuse me if I'm taking some time from you with these things :p

EDIT:

Forget it, I already deactivated it, thanks for everything


 


 

Edited by [email protected]_
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Why is the name of the extension in capital letters? I mean .DFF instead of .dff

 

I strongly suggest you change it to .dff, in Windows there is no problem as it ignores those details. But on linux it's a headache, I'm talking specifically about MTA. I have to remove capital letters from files constantly to avoid problems.

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On 7/21/2021 at 6:53 AM, Weaita said:

Why is the name of the extension in capital letters? I mean .DFF instead of .dff

 

I strongly suggest you change it to .dff, in Windows there is no problem as it ignores those details. But on linux it's a headache, I'm talking specifically about MTA. I have to remove capital letters from files constantly to avoid problems.

If you specify filename.dff when exporting, does that fix it for you? That's what I do but have to admit I'd rather it just default to lowercase extension.

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On 7/21/2021 at 12:53 PM, Weaita said:

Why is the name of the extension in capital letters? I mean .DFF instead of .dff

 

I strongly suggest you change it to .dff, in Windows there is no problem as it ignores those details. But on linux it's a headache, I'm talking specifically about MTA. I have to remove capital letters from files constantly to avoid problems.

Please manually modify the extension yourself

Edited by Meng Fan
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On 7/21/2021 at 3:07 AM, Tut98 said:

If you specify filename.dff when exporting, does that fix it for you? That's what I do but have to admit I'd rather it just default to lowercase extension.

It fixes it, but on multiple occasions I overwrite existing files and the extension changes from .dff to .DFF, I think the best option is to make the change in the plugin.

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On 7/21/2021 at 4:01 PM, Meng Fan said:

Please manually modify the extension yourself

I'm wondering is there any use case for it being uppercase?

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On 7/22/2021 at 6:24 PM, Tut98 said:

I'm wondering is there any use case for it being uppercase?

The difference between uppercase is the key to a mobile character model, lowercase is a building, you can export the building to the window and fill in your xxx.dff

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  • 3 weeks later...

Dude I dunno know about export vehicle model`s ‘col‘ option? or just ignore it?I use other script before🤔

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Man looks like I still need use other 3dmax scripts for vehicle model, or there have anyway to make it with RWIO? or it can edit everyDFF without vehicle dff?

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1 hour ago, The Hero said:

you can add the collision with rwanalyze. there's probably some tutorial for it, dunno

Okay I ll take a look about it,thanks man

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On 8/14/2021 at 5:54 PM, ABS-IZAYOI said:

Okay I ll take a look about it,thanks man

What I do is really simple:

  1. Export final DFF to testHero using The Hero's plugin
  2. Create a cube in the center of your scene and apply a GTA/Kam's material to the cube
  3. In Kam's DFF export rollout, click 'Select col' and select the .col file that is your vehicle collision, then export Kam's DFF to testKam
  4. Import testKam into RWAnalyze and go to the bottom where there should be a green section UNKNOWN, right click export section and save to file named col
  5. Import testHero into RWAnalyze and go to the bottom empty section, right click Import section data and select the file named col
  6. Click save and it's done
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