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DFF importer and exporter for 3ds max


The Hero
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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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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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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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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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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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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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  • 4 weeks later...
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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  • 2 weeks later...
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Igor Bogdanoff

still doesnt work with skinned gta3 ps2 heads
absolutely unusable

0/10

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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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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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Thank you aap, really cool!

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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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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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  • 3 weeks later...

The Hero excellent mod, how I could export this model of the skin that I extracted from the mod Skin and Bones for GTAIII, because when I introduce it to the game it gives me error

2LekvXR.jpg

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Tick 'export skinning' (this should also imply 'create hanim hierarchy') and set the version to GTA III PC.

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On 8/14/2019 at 10:38 AM, The Hero said:

Alright, done. Link is the same.

Add 3DS 2020 to the list of supported versions in main post

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On 9/1/2019 at 11:03 AM, The Hero said:

Tick 'export skinning' (this should also imply 'create hanim hierarchy') and set the version to GTA III PC.

Any idea why model size decreases after export? I imported 196KB ped, but it only weighs 140KB after export?

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6 hours ago, firedihm said:

Any idea why model size decreases after export? I imported 196KB ped, but it only weighs 140KB after export?

Some models contain unnecessary/unused data which is removed on some exporters. It's also worth noting that enabling/disabling 'Vertex normals' has a huge play in file sizes.

Further to this, if you imported your model at 45 degree Autosmooth, your custom model's smoothing groups will be modified. And this does change the file size I think, e.g changing value from 30 to 45 does greatly reduce size. But it also makes the smoothing look uglier in a sense.

Edited by Tut Greco
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What map channel "Extra Vertex Colours" uses? Can it be manipulated into using night vertex colors (plus normals and day vertex colors) for vehicles? Either thru RWanalyze or 3ds Max.

 

I'm trying to use Night Vertex Colors for vehicles, not just normals + day vertex colors.

Edited by Zeneric
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