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DFF importer and exporter for 3ds max


The Hero
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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.

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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.

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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.

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  • 2 weeks later...
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 by Gmer
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  • 2 weeks later...
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

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Buildings in GTA don't have normals/smoothing, only vertex colours. You'll have to mess with those if you want hard edges.

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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 :D

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  • 2 weeks later...

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 by Tut Greco
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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.

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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

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  • 3 months later...

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?

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  • 1 month later...
BloodRaynare

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.

Edited by BloodRaynare
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  • 2 weeks later...
devmode.lua

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 😃

 

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Pentium5000

How to convert models from DFF version 3.4.X.X to Grand Theft Auto III for Android? 

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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?

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  • 2 weeks later...

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

 mta-screen_2019-04-21_23-25-28.png

ah, mb. it is indeed lacking a 2nd UV channel. sorted it myself

Edited by Tut Greco
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  • 4 weeks later...

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 by Zeneric
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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 470291040461389864.png?v=1

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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 470291040461389864.png?v=1

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.

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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.

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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 :)

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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 by Gmer
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