The Hero Posted September 21, 2018 Author Share Posted September 21, 2018 It will *not* import smoothing groups, but what you can do if you want to preserve the original smoothing is to import explicit normals. For your case, just don't import explicit normals and adjust the smoothing groups to your liking. guard3 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...
Gmer Posted September 23, 2018 Share Posted September 23, 2018 On 9/21/2018 at 4:21 PM, The Hero said: It will *not* import smoothing groups, but what you can do if you want to preserve the original smoothing is to import explicit normals. For your case, just don't import explicit normals and adjust the smoothing groups to your liking. Unfortunately, while I respect your efforts, 'Explicit normals' is rarely usable because this import option will crash 3DS Max 99% of the times, when the model you're importing does have normals (so practically always crashes when you want to use that function). I am not virtually 100% sure if it happens in all scenarios, because I only tried importing vehicles with the function, and not objects. Also there is more to your plugin that is able to crash 3DS, if i may report this to you then it's: using GTA helper kams material feature, and then going to another tab (like modifiers) thus getting away from GTA helper view to the right.. now, if you try return to where GTA helper is opened, away from modifiers to that view, 3DS crashes. So basically, we can only use GTA helper once, and then when you are done with modelling session right after using it, you gotta restart 3DS to make sure you wont crash upon trying to use it (or anything else in that view) again. This has became like a routine for me, that workaround, and I would totally understand if you dont have time to debug or fix it. Link to comment Share on other sites More sharing options...
The Hero Posted September 24, 2018 Author Share Posted September 24, 2018 I've had crashes before, often fixed them but there are still some left I suppose. The whole plugin is a dumpster fire. I started out super motivated to write a proper max plugin and then the max SDK sucked all life out of my soul. Jago and Tut98 2 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...
xiaogui319 Posted September 27, 2018 Share Posted September 27, 2018 The Hero,Can you update this plugin? Link to comment Share on other sites More sharing options...
The Hero Posted September 27, 2018 Author Share Posted September 27, 2018 Not now. xiaogui319 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...
xiaogui319 Posted September 27, 2018 Share Posted September 27, 2018 2 hours ago, The Hero said: 不是现在。 ok Link to comment Share on other sites More sharing options...
Gmer Posted October 8, 2018 Share Posted October 8, 2018 (edited) On 9/24/2018 at 10:15 AM, The Hero said: The whole plugin is a dumpster fire. I started out super motivated to write a proper max plugin and then the max SDK sucked all life out of my soul. Despite that, the current result is still pretty good. I really love the plugin in its current shape already. Damn those other plugins with authors that didn't understand GTA nor Renderware properly.. if someone is suitable to write something like this (of all modders around here), then it's definately you. And you already delivered us with something way better than other released plugins which are heck outdated. So thanks for that, so far Edited October 8, 2018 by Gmer Link to comment Share on other sites More sharing options...
Tut98 Posted October 16, 2018 Share Posted October 16, 2018 On 9/21/2018 at 4:21 PM, The Hero said: It will *not* import smoothing groups, but what you can do if you want to preserve the original smoothing is to import explicit normals. For your case, just don't import explicit normals and adjust the smoothing groups to your liking. I have tried every possible solution listed but it doesn't seem to change visually at all, on vehicles it seems to work fine though. Is it VC/NVC that needs to be shaded in a way to show hard edged look? I doubt that'd work though Link to comment Share on other sites More sharing options...
The Hero Posted October 17, 2018 Author Share Posted October 17, 2018 Buildings in GTA don't have normals/smoothing, only vertex colours. You'll have to mess with those if you want hard edges. gold_fish 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 October 17, 2018 Share Posted October 17, 2018 Oh, Ryba's post on 2018 kams script seemed to have hard normals in it. I guess I'll be looking for a function to show hard edges on mta then Link to comment Share on other sites More sharing options...
f3uz Posted October 19, 2018 Share Posted October 19, 2018 (edited) - Edited October 19, 2018 by f3uz Link to comment Share on other sites More sharing options...
Tut98 Posted October 28, 2018 Share Posted October 28, 2018 (edited) oi, I'm experiencing crashes when attempting to save a vehicle DFF of 15k polygons and 11k vertecies. It happened after I attached parts to the chassis and other components. Exporting using Goldfish' edition of Kam's scripts works 100%, RW not. Edit: Exporting with Kam's script and then importing it only imports dummies and windshield meshes. Edit2: It seems like it is the normals/smoothing groups causing the issue. I have used the Smooth modifier rather than setting smoothing groups as it allows for higher quality smoothing than the ugly result of smoothing groups. Edit3: After clearing all smoothing groups from literally all of my meshes, it still crashes on export. The model has a ton of ug_dummies (upgrades). I have tried exporting the wheel only and a few other parts, deselecting ug_parts. It worked fine. I tried including 4 of the ug parts, and it crashed again. Deleting all of the ug_dummies and then exporting as usually, crashes once again. This is really frustraiting. Any help? Edited October 29, 2018 by Tut Greco Link to comment Share on other sites More sharing options...
The Hero Posted October 29, 2018 Author Share Posted October 29, 2018 Hm, that shouldn't be above the limits, no idea why it crashes, sorry. A couple of posts back I explained how much "fun" it is to work with the 3ds max, and I'm not currently working on anything gta related anyway, so better not depend on me fixing this, because I won't atm. 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 October 29, 2018 Share Posted October 29, 2018 It's fine, in the end ill probably just have to reset all materials and smoothing, as it's probably a corrupted material or mesh Link to comment Share on other sites More sharing options...
Tut98 Posted February 15, 2019 Share Posted February 15, 2019 oi @The Hero, I need to convert several models RW material to standard material (both singular and multi/sub-material for multiple materials). Do you think you could add it as an option on the GTA helper that currently converts RW to GTA_MTL? Link to comment Share on other sites More sharing options...
The Hero Posted February 16, 2019 Author Share Posted February 16, 2019 There is some maxscript stuff in the package for that. I haven't used it a lot but it should mostly work. 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...
BloodRaynare Posted March 26, 2019 Share Posted March 26, 2019 (edited) Anyone can extract skinned models properly? Every time I tried to export the models with skin the maxscript will always wrote "Unequal numbers of bones and nodes" despite I made zero modifications of the models. The DFFs would still exported though just without the bones. I'm Using 3DS Max 2009 (both x64 and x86) if it helps. Cancel Edited March 26, 2019 by BloodRaynare Link to comment Share on other sites More sharing options...
devmode.lua Posted April 7, 2019 Share Posted April 7, 2019 I compile plugin for 3ds max 2020. Link: RWIO2020 Seems like all is Ok, but I do this first time so any errors might be) All thanks to @The Hero Link to comment Share on other sites More sharing options...
Pentium5000 Posted April 8, 2019 Share Posted April 8, 2019 How to convert models from DFF version 3.4.X.X to Grand Theft Auto III for Android? Link to comment Share on other sites More sharing options...
pimann Posted April 8, 2019 Share Posted April 8, 2019 and will it allow to import/export player/ped skins for gta 3 ? Link to comment Share on other sites More sharing options...
pimann Posted April 8, 2019 Share Posted April 8, 2019 I try to import any dff (e.g. GTA 3 models) but 3DS Max crashes!!! Used 3DS Max 2016 with rwio2015.dli What's wrong? Link to comment Share on other sites More sharing options...
The Hero Posted April 8, 2019 Author Share Posted April 8, 2019 I've no idea. the plugin is in a rather bad state. 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 April 21, 2019 Share Posted April 21, 2019 (edited) any idea how to get ENV map to show? do you need a 2nd UV map? it works when exporting a model that already has it, but when i try to put it on a new model (which btw doesn't use vehiclegrunge, but remap instead), it doesn't show regardless of what i do. any other ENV map than the gradient won't show. this is the ENV map that my post is concerning ah, mb. it is indeed lacking a 2nd UV channel. sorted it myself Edited April 22, 2019 by Tut Greco Link to comment Share on other sites More sharing options...
Zeneric Posted May 16, 2019 Share Posted May 16, 2019 (edited) Wish this script/plugin is still being worked on. Would become the best script/plugin to use, beating Kam's script. This script is already excellent but it got problems with vehicles, player (the three clumps), etc. The_Hero/Aap - you should keep developing this. Find a way to be motivated to finish this. Everyone in the modding GTA SA community is aware of Kam's script to go to for 3DS Max. Change that. Have your script be the go to script for 3DS Max. Especially that Kam's script is sh*t. Edited May 16, 2019 by Zeneric Link to comment Share on other sites More sharing options...
guard3 Posted May 17, 2019 Share Posted May 17, 2019 On 5/16/2019 at 3:36 AM, Zeneric said: it got problems with vehicles, player Yeah, you'd better not use it with peds/player, but what about vehicles? I've never had any problems with them Link to comment Share on other sites More sharing options...
Zeneric Posted May 19, 2019 Share Posted May 19, 2019 On 5/17/2019 at 6:21 AM, guard3 said: Yeah, you'd better not use it with peds/player, but what about vehicles? I've never had any problems with them You're right. I just discovered you could add col to vehicle thru rwanalyze. I'm using The_Hero's plugin for vehicles from now on :p. guard3 1 Link to comment Share on other sites More sharing options...
Tut98 Posted May 24, 2019 Share Posted May 24, 2019 On 2/16/2019 at 2:51 PM, The Hero said: There is some maxscript stuff in the package for that. I haven't used it a lot but it should mostly work. I can't really figure that out. I need to convert kam's or RW material to standard, it's only the diffuse and material color (optional) that i need to keep. Link to comment Share on other sites More sharing options...
Gmer Posted May 26, 2019 Share Posted May 26, 2019 On 1/16/2016 at 8:44 AM, The Hero said: It should work with 3ds max 2009, 2010, 2011, 2012, 2014, 2015, 2016, 2017 and 2018. Any chance there'll be support for 3DS Max 2020? If you need someone with 3DS 2020 to take the SDK for you, then just tell me and ill help Link to comment Share on other sites More sharing options...
The Hero Posted May 26, 2019 Author Share Posted May 26, 2019 Check the last page, somebody did it already. 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...
Gmer Posted May 26, 2019 Share Posted May 26, 2019 (edited) On 5/26/2019 at 9:39 AM, The Hero said: Check the last page, somebody did it already. I can confirm that it works. Perhaps you can add it to the main post? On 4/7/2019 at 4:43 PM, devmode.lua said: I compile plugin for 3ds max 2020. Link: RWIO2020 Thanks for doing that! It appears to work without problems, but if one arises the coming days i'll let you know. File mirror for if it ever gets taken down: RWIO2020 Edited June 19, 2019 by Gmer Link to comment Share on other sites More sharing options...
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