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DFF importer and exporter for 3ds max


The Hero
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This is something that should be automated with maxscript perhaps. I may release a new version in the not too far future. I think I at least understood the skinning issues that I can fix them.

I personally don't mind that the vehicle colors are not included, as I simply use GTA material to set and copy the colors from, thought it may be a waste of time to script.

As for skinning, I'm really looking forward to news on that particular issue. I may not go back to skinning before I get hands on a script which supports smoothing, as KAM's makes it all hard edged. I'm already using your script for vehicles and I got to say a huge thank you for your effort!

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  • 2 weeks later...

Forget the old version, I just put up a new link to 3.1d. Try again with that and report back if you still have problems. Make sure you only copy the file for your version and architecture of 3ds max.

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Unfortunately it is a bad quality pic.. I cannot make anyhow sharp images with samsung..

 

but for this purpose it is sharp enough to show my screen after loading player.DFF...

 

4 squares. one square with yellow border.. no more no less ☺

 

You know you can use prntscr key on your keyboard to capture your screen.

 

Try importing the model without the "Convert frame hierarchy" option.

YYIvrot.png

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You sure you're comfortable with 3ds Max? You import from the "import" menu. If the dff is correctly read, it will show a message "convert frame hierarchy". Ok, and the model is imported. Pressing H will list all instances in the project. If you see the model, that means it's loaded and you can select it.

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  • 3 weeks later...

I have encountered an issue when modeling map objects;

I am exporting using your (truly amazing, I can't stop saying it!) DFF exporter but export collisions using another script. I can't figure how to make collisions work properly when exported using your CST/COL exporter. Will the coordinates be the same?

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I don't understand what you mean. I don't think I ever released the COL part of the plugin as it's unfinished.

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I don't understand what you mean. I don't think I ever released the COL part of the plugin as it's unfinished.

Looks like you have as Rockstar Collision, but I might be mistaken. Anyhow, glad to hear that it's unfinished.

btw, I'm experiencing issues with bitmap types. Apparently PNG images aren't supported in the material editor slots, they go blank/empty. TGA does work fluently but appears to be way less quality than PNG. Any idea what's going on with that?

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Maybe that's 3ds max's fault. Some image formats appear wrong in the editor and/or render. But considering that the final model uses textures from TXD, it shouldn't be a problem. Unless you're doing UVW mapping, then maybe you could give DDS a shot ;)

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Maybe that's 3ds max's fault. Some image formats appear wrong in the editor and/or render. But considering that the final model uses textures from TXD, it shouldn't be a problem. Unless you're doing UVW mapping, then maybe you could give DDS a shot ;)

Yes new max versions seem to have problems with image formats sometimes. Had such problem on max 2010, which was a reason I am still on max 9.

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Ah I appreciate it.

 

Is there any documentation on export settings and material parameters? I seem to be getting large DFF files when enabling certain export settings. I'm also interested in what the material parameters does as I'm used to GTA MTL only. :D

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Depends on what you want to export.

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  • 2 weeks later...

right now im mostly concerned about the file sizes, and have experienced toggling off normals and light flag has helped a lot. but what are they/how do they affect the dff?

Q9NYerr.png

i'm aware what vertex prelights, node names, extra vertec colors and file version means, not the rest.

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Will 2dfx (light + particle effects) be integrated in your plugin  at some point to avoid having to run through RW analyze? Kam's 2018 supports it but I don't want to use Kam's 2018 due to issues with the scripts.

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I'm not saying no, but it's been a while since I last worked on the code and it's not even a priority for me right now. Sorry.

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the updated script seems to import skinned characters correctly (atleast with my attempts). that's amazing. haven't tried exporting, but i reckon it'll work like a charm.

--

i got a bit curious how to work with your script in terms of map objects. i have no issues with .dff's, but i can't figure how to export collisions properly. 

#exporting collisions with kam's script and dffs with your script results in different pos / rot values due to the exporters being different from eachother.

 

i and a friend have a method for vehicle collisions however no luck with map collisions. 

looking forward to feedback on the issue, thanks in advance 😏

 

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Exporting collisions is currently not supported from my plugin. I have written some code for that but it wasn't ready for general use yet.

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@Tut Greco For the time being, you can export col model as 3DS, import it to CollEditor and edit surface properties through that.

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  • 4 weeks later...
On 7/14/2018 at 11:31 AM, Neos7 said:

can a 2016 build be included in the release?

thanks

from the download it is rwio_3.1d\plugins\amd64\ > rwio2015.dli

It's either mistitled, or there is a failure to distinguish because this version is compatible with both 3DS 2015 and 3DS 2016.

 

I am serious, ive been using the "2015" plugin for 3DS 2016 for many months, without ever a single issue. Just do it, it works perfectly.

Maybe The_GTA can clear up the confusion.. as you can see on maintopic post, its supported, and I think rwio2015.dli is just intended to be it.

Edited by Gmer
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9 hours ago, Gmer said:

from the download it is rwio_3.1d\plugins\amd64\ > rwio2015.dli

It's either mistitled, or there is a failure to distinguish because this version is compatible with both 3DS 2015 and 3DS 2016.

 

I am serious, ive been using the "2015" plugin for 3DS 2016 for many months, without ever a single issue. Just do it, it works perfectly.

Maybe The_GTA can clear up the confusion.. as you can see on maintopic post, its supported, and I think rwio2015.dli is just intended to be it.

Oh right 2016 supports binary compiled plugins with 2015 SDK

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

It should work with 3ds max 2009, 2010, 2011, 2012, 2014, 2015, 2016, 2017 and 2018.

Do you know if the plugin for 2018 also supports 3DS 2019? I won't risk updating my 3DS if i cant use it after that..

Edited by Gmer
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  • 1 month later...
  • 2 weeks later...

How do I go about removing smoothing groups so that the model is hard edged? I want my stone statue to have facet'ish display and not fully smooth;

PyJEcbB.png

@The Hero

Edited by Tut Greco
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You can adjust the smoothing groups the way you want. The exporter preserves the smoothing groups you have already.

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