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DFF importer and exporter for 3ds max


The Hero

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Look at rear window, this after import and export on 3ds max using your plugin, how to fix? And Kam's are exporting like that too.

Broken normals. You have to set smoothing groups to make it smooth, and the vertices have to be welded for that.

 

What do you mean by pointers? If I understood yo right, you mean fileoffsets that are using int32, but it´s really not a problem to cast in32 to int64.

Well, the files contain offsets that are 4 bytes in size. When you read the file into memory you use the relocation table to fix up these offsets from file-relative to pointers to absolute memory locations. This can only work however if the address of the file in memory fits into 4 bytes and hence it will never work with 64 bit pointers. Of course you can read the file the hard way on any system by reading everything manually and putting it into appropriate structs or by copying the atomic/clump/texDict (*ahem*...i mean element/elementGroup/texList of course :D) and handling pointer references in a special way. But both these ways are pretty cumbersome and I won't implement anything like that.

 

OK, now I see this will be a useles job, as mobile dff format seems to be easier. Will you include suport for mobile dff?

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  • 1 month later...
Sneed

I have some problem with importing VC PS2 dff and then exporting it to VC android DFF

(note: i flipped manually faces but nothing changes without flipping them)

nFfiQaz.png

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Flame

The Hero, thanks for your work! I have a question.

 

Sorry if I misunderstood, but why plugin is search only for textures in TGA, and does not see textures in PNG, BMP and other formats?

 

Textures on my model were displayed only after copying of GTA_Material from other plugin, but after export, the model is white (like without textures), I think this is connected with listed above.

Edited by Flame
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The Hero

My exporter does not support Kam's materials. I wanted to release an updated version some time ago (the current version has lots of problems, like only using tga files) but the stupid f*cking max sdk piece of sh*t made me lose all motivation for a while...and then i decided i need to stop working on gta for a while as it had taken up too much (read: all) of my time.

Edited by The Hero
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Inadequate

That's sad news but take your time buddy. We'll miss you. :^:

 

#F*ck Autodesk

#F*ck 3DS Max

 

You bastards, killed The_Hero!!!

 

:p

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Flame

My exporter does not support Kam's materials. I wanted to release an updated version some time ago (the current version has lots of problems, like only using tga files) but the stupid f*cking max sdk piece of sh*t made me lose all motivation for a while...and then i decided i need to stop working on gta for a while as it had taken up too much (read: all) of my time.

 

Take your time, but we will be glad to see new version. :)

Edited by Flame
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The Hero

I wanted to release a new release and had started implementing bully support but got a lot of crashes (also with GTA dffs) because i had fixed a thing in the importer that caused other stuff to crash (f*ck your SDK, Autodesk). That's why I lost motivation...gta modding is still a mess.

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dkluin

I'm waiting on you....

 

I really hope that you can sort it out soon. I will certainly use the DFF io if it has Bully support.

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  • 1 month later...
Kamijou

does this plugin works only on x64 OS?

It gave me an error that its not valid 32bit dli plugin in 3DSmax 2010?

00488c484686574.jpg

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The Hero

That's certainly strange. I don't know what this error message even means these days...What OS and 3ds max are you using?

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lpgunit

Blender having an unwieldy UI is one thing, but writing plugins for Max is, well, insanity. :/

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Kamijou

That's certainly strange. I don't know what this error message even means these days...What OS and 3ds max are you using?

I'm using Win7 32bit and 3DSMax 2010 32bit

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The Hero

Oh sorry, I misread your earlier post. I thought you meant "doesn't work on 64 bit". Well, yes. It only works with 64 bit 3ds max (and hence 64 bit windows).

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  • 7 months later...
The Hero

If I ever get to compile a new version, yes :( It sucks ass having to have all those different SDKs installed. Maybe someone would be willing to do all the compiling for me?

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  • 2 weeks later...

No idea if I'm being stupid here or not, but I really can't work out where I've gone wrong. I've installed the plugin, but nothing shows up in 3dsmax? I'm using 2011.

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Hi ! I know this topic about GTA modding, but... Sonic Heroes use the same file format .DFF and your importer/exporter working on it too. But have some problems with skinning... The original .DFF of Sonic Heroes has a Skin PLG inside, but after your exporter it says that it UNKNOWN file format, and model looks like a mess... Oh, and the .DFF version in this game is 3.5 ... The Hero, can you help me???

 

8RrFX_EqWWo.jpgcLo4EEB3ggk.jpghJl5Zws0ifw.jpg

Edited by MaxxLight
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ermaccer

Can't you just copy the values from original .DFF file to your new .DFF?

Use import-export. It should help, if not rip.

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Can't you just copy the values from original .DFF file to your new .DFF?

Use import-export. It should help, if not rip.

You talking about hex values?

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here.png

Hmmm...I don't have UNKNOWN in this places but model still mess in the game,what kind of data i need to replace for this part?

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  • 2 months later...
fataldeath

Oh sorry, I misread your earlier post. I thought you meant "doesn't work on 64 bit". Well, yes. It only works with 64 bit 3ds max (and hence 64 bit windows).

 

My OS are 64 bit version and my 3ds Max is also the same version and gives the same error of Kamijou.

 

errr.JPG

Edited by fataldeath
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  • 2 weeks later...
DK22Pac

Is this still WIP?

What about uploading it to github?

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