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The Hero

DFF importer and exporter for 3ds max

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Tut Greco
Posted (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

 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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Zeneric
Posted (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 by Zeneric

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guard3
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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Zeneric
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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Tut Greco
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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Gmer
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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The Hero

Check the last page, somebody did it already.

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Gmer
Posted (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 by Gmer

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The Hero

That looks like a model that was exported from KAM's script. It has wrong material info and currently that isn't supported.

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xiaogui319
3 hours ago, The Hero said:

That looks like a model that was exported from KAM's script. It has wrong material info and currently that isn't supported.

ok,Can you update the plug-in?

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Gmer
Posted (edited)
7 hours ago, xiaogui319 said:

ok,Can you update the plug-in?

Not a single version (for 3DS editions) of the plugin can convert KAMS models without additional steps, and he said plenty of times that he's not planning to work on the plugin actively.

 

Steps for kams models:

1) import the model with kams importer (https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018/)

2) use GTA helper included with this plugin (The_GTA) by clicking on the right pane: Utilities > MAXScript > then select "GTA helper" from the fold-out MAX scripts on bottom menu it creates

when you clicked GTA helper, it will show 2 options: RW to KAM material, and KAM to RW material

 

Now after you imported KAMS DFF with KAMS importer (like you did in step 1), you need to click KAM to RW material

After that, close KAMS importer/exporter and export the model with The_GTA plugin (3ds menu File > Export > DFF)

 

So now the model is converted from KAMS to the modern The_GTA plugin. Without (material) bugs.

 

If you dont understand my steps, see this visualisation:

2WjocVd.png

 

If you forget to convert kams model before exporting with this plugin, you will get bugs like in your image (inside 3DS already visible) and like THIS:

 

RhkXAyO.png

Edited by Gmer

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The Hero

Somebody should maybe fix KAM's script to generate proper material info. It's just the material indices in RpGeometry's triangle data that are missing.

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xiaogui319

 

13 hours ago, Gmer said:

Not a single version (for 3DS editions) of the plugin can convert KAMS models without additional steps, and he said plenty of times that he's not planning to work on the plugin actively.

 

Steps for kams models:

1) import the model with kams importer (https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018/)

2) use GTA helper included with this plugin (The_GTA) by clicking on the right pane: Utilities > MAXScript > then select "GTA helper" from the fold-out MAX scripts on bottom menu it creates

when you clicked GTA helper, it will show 2 options: RW to KAM material, and KAM to RW material

 

Now after you imported KAMS DFF with KAMS importer (like you did in step 1), you need to click KAM to RW material

After that, close KAMS importer/exporter and export the model with The_GTA plugin (3ds menu File > Export > DFF)

 

So now the model is converted from KAMS to the modern The_GTA plugin. Without (material) bugs.

 

If you dont understand my steps, see this visualisation:

2WjocVd.png

 

If you forget to convert kams model before exporting with this plugin, you will get bugs like in your image (inside 3DS already visible) and like THIS:

 

RhkXAyO.png

ok

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Gmer
Posted (edited)

I agree with @The Hero that opensource contributions would be a good idea for this plugin

 

reminder; https://github.com/aap/rwio

 

Edit; ahaha he quickly changed "fix RW" to "somebody should fix KAMS script" ; p

no, i think they (like @gold_fish with his new version) dont want to break the compatibility with older kams exported models so i still think your plugin should just include autoconvert from GTA_helper (and also without the window/glass transparency set bug that i described earlier here)

Edited by Gmer

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ABS-IZAYOI

Excellent man! New 3dmax version almost cannot using old GTA script. 

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cj2000
On 6/20/2019 at 1:22 AM, The Hero said:

Somebody should maybe fix KAM's script to generate proper material info. It's just the material indices in RpGeometry's triangle data that are missing.

I have already done it long ago and the improoved version is avaible for download.

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The Hero

Updated to 3.2. Skinning works better now.

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Niles Crane

still doesnt work with skinned gta3 ps2 heads
absolutely unusable

0/10

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Gmer
Posted (edited)
7 hours ago, The Hero said:

Updated to 3.2. Skinning works better now.

Nice, thanks! 

 

Can you also compile a 3DS 2020 version of the update, or is that same person @devmode.lua who did it for the previous version, willing to do that?

 

6 hours ago, George Costanza said:

absolutely unusable

0/10

Get out of here with that attitude.. this plugin is great for many purposes, and he's doing it in his free time. I don't think you as a person should use it..

Edited by Gmer

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The Hero

Hm, i don't have the 2019 or 2020 SDK on my machine yet...if you have a zip or so i can compile it.

 

And never mind Tomasak, he's just joking.

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Jinx.

Thank you aap, really cool!

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Gmer
On 7/30/2019 at 8:03 AM, The Hero said:

Hm, i don't have the 2019 or 2020 SDK on my machine yet...if you have a zip or so i can compile it..

I have 3DS 2020 installed on my PC, do you know how to get it / which folder the SDK is in? I will send it as soon you tell me..

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The Hero

I don't know where it is by default. The SDK also isn't installed unless you explicitly install it, in which case you should know where it is probably.

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deltaCJ

Does this support 3ds Max 2020?

 

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xiaogui319
On 8/2/2019 at 7:01 PM, The Hero said:

I don't know where it is by default. The SDK also isn't installed unless you explicitly install it, in which case you should know where it is probably.

The Hero ,This is the SDK of 3dsmax 2020.

 

https://drive.google.com/open?id=1kEz9Qv3xIggY0zUF8DDwrJxfM-LMoUm4

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The Hero

Alright, done. Link is the same.

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firedihm

Whenever I try to export, it gives me "Export module failure" error.

 

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