Tut98 Posted April 23, 2018 Share Posted April 23, 2018 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! guard3 1 Link to comment Share on other sites More sharing options...
The Hero Posted May 2, 2018 Author Share Posted May 2, 2018 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. 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...
The Hero Posted May 2, 2018 Author Share Posted May 2, 2018 Find out from which directory you start 3ds max. I think 2017 is supported 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...
The Hero Posted May 2, 2018 Author Share Posted May 2, 2018 I don't think I understand. Show a screenshot. 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...
AdusPL Posted May 3, 2018 Share Posted May 3, 2018 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. Link to comment Share on other sites More sharing options...
The Hero Posted May 3, 2018 Author Share Posted May 3, 2018 That's just the 3ds max interface. Try pressing z, i think that's the zoom-extents hotkey. 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...
guard3 Posted May 4, 2018 Share Posted May 4, 2018 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. Link to comment Share on other sites More sharing options...
Tut98 Posted May 19, 2018 Share Posted May 19, 2018 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? Link to comment Share on other sites More sharing options...
The Hero Posted May 20, 2018 Author Share Posted May 20, 2018 I don't understand what you mean. I don't think I ever released the COL part of the plugin as it's unfinished. 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...
Tut98 Posted May 20, 2018 Share Posted May 20, 2018 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? Link to comment Share on other sites More sharing options...
guard3 Posted May 21, 2018 Share Posted May 21, 2018 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 Tut98 1 Link to comment Share on other sites More sharing options...
cj2000 Posted May 22, 2018 Share Posted May 22, 2018 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. Link to comment Share on other sites More sharing options...
Tut98 Posted May 23, 2018 Share Posted May 23, 2018 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. Link to comment Share on other sites More sharing options...
guard3 Posted May 24, 2018 Share Posted May 24, 2018 Depends on what you want to export. Link to comment Share on other sites More sharing options...
Tut98 Posted June 3, 2018 Share Posted June 3, 2018 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? i'm aware what vertex prelights, node names, extra vertec colors and file version means, not the rest. Link to comment Share on other sites More sharing options...
HalfwayOrb Posted June 4, 2018 Share Posted June 4, 2018 See here: Maybe a bug? Link to comment Share on other sites More sharing options...
Tut98 Posted June 10, 2018 Share Posted June 10, 2018 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. Link to comment Share on other sites More sharing options...
The Hero Posted June 10, 2018 Author Share Posted June 10, 2018 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. Tut98 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...
Tut98 Posted June 16, 2018 Share Posted June 16, 2018 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 Link to comment Share on other sites More sharing options...
The Hero Posted June 16, 2018 Author Share Posted June 16, 2018 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. Tut98 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...
guard3 Posted June 19, 2018 Share Posted June 19, 2018 @Tut Greco For the time being, you can export col model as 3DS, import it to CollEditor and edit surface properties through that. Tut98 1 Link to comment Share on other sites More sharing options...
Neos7 Posted July 14, 2018 Share Posted July 14, 2018 can a 2016 build be included in the release? thanks Link to comment Share on other sites More sharing options...
Gmer Posted July 18, 2018 Share Posted July 18, 2018 (edited) 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 July 18, 2018 by Gmer Link to comment Share on other sites More sharing options...
Neos7 Posted July 18, 2018 Share Posted July 18, 2018 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 Link to comment Share on other sites More sharing options...
Gmer Posted August 4, 2018 Share Posted August 4, 2018 (edited) 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 August 4, 2018 by Gmer Link to comment Share on other sites More sharing options...
Neos7 Posted August 4, 2018 Share Posted August 4, 2018 4 hours ago, Gmer said: 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.. Seems like it doesn't. https://help.autodesk.com/view/3DSMAX/2019/ENU/?guid=__developer_about_the_3ds_max_sdk_sdk_requirements_html Link to comment Share on other sites More sharing options...
Tut98 Posted August 6, 2018 Share Posted August 6, 2018 For some reason I can't use this texture in my models using your exporter, it's very weird. Link to comment Share on other sites More sharing options...
xiaogui319 Posted September 7, 2018 Share Posted September 7, 2018 Import GTAVC CAR DFF Texture UV will be lost。 Link to comment Share on other sites More sharing options...
Tut98 Posted September 21, 2018 Share Posted September 21, 2018 (edited) 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; @The Hero Edited September 21, 2018 by Tut Greco Link to comment Share on other sites More sharing options...
guard3 Posted September 21, 2018 Share Posted September 21, 2018 You can adjust the smoothing groups the way you want. The exporter preserves the smoothing groups you have already. Jago 1 Link to comment Share on other sites More sharing options...
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