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[REL] KAM's GTA Scripts (2018) / UPD: 08.09.2024 /


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1 minute ago, Br@d2_ said:

Yes, thank you very much for the help you provided. TheHeroe did an amazing job, the normals loaded correctly. Without wishing to deviate, please excuse me, but ... does the collision still have to be added using RW Analyzer?

Still needs to add collision via RW Analyzer.

It's a very simple process.

  1. Create a cube and assign a default material to it. On Kam's DFF export rollout, select your model's .col file. When selected, export cube to colcar.dff.
  2. Open colcar.dff with RWanalyzer. In the bottom you will see a blue section Extension with a green child UNKNOWN. Right click blue section and export section data to col.
  3. Finally open your model with RWanalyzer. In the bottom there's an empty extension. Right click import section data and import col.

Hence for collision testing I recommend using kam's scripts.

Hi! Is there a way to edit the uvw mapping (From channel 2)? I know that the script is capable of importing the uvw mapping, but I can't find a way to add modifications to the existing uvw mapping, every time I try to edit the second channel with the Uvw unwrap the information imported by the script gives the feeling that it is misses.

Make sure that when switching to UV-2 you choose 'Abandon' rather than 'move'.

When done, collapse the modifier to save the changes to your model.

 

If you aren't seeing anything ingame, click the eyedropper icon in Material Editor and see how your material is set up. It's possible the envmap has no intensity so it doesn't show.

 

Sometimes the UV may be stored outside the CANVAS-1. UV can occupy several canvas' so zoom out and see if it's located somewhere else.

@ Tut98

I didn't mean that exactly, let's see, I'll explain.
1-. I have a vehicle with "GTA Default Reflection Map".
2-. When importing "the vehicle" with the Kams Scripts 2018, this "Reflection Map" will be imported, that information will be stored in the second UVW channel. (At least it should work like this)
3-. Ok, let's say I need to modify that "Reflection Map that is stored in UVW channel 2 (the original map that the car brings)", then I select my model and add the "Unwrap UVW" modifier, I know the reflection is located on the second UVW channel, so I set the options as is (Channel 2), doing so still keeps showing me the "first UVW channel mapping".

Spoiler

gAPrsWM.png


4-. I tried to set "my material", by default when importing a vehicle, "All materials containing reflection maps" have the "MAPEO" set to "First UVW channel", I set it to "2" and still the "UVW UnWrap "doesn't change anything, it just doesn't show the" second channel mapping ".

Spoiler

2yWv5nl.png


5-. How do I know that the reflection map is not displaying correctly? I imported the car into Zmodeler, I set the texture mapping editor with the second UVW channel active and this compared to the one shown in 3DS Max is not the same.

Spoiler

 

lpTPb4T.png

CNKnGle.png

 

 

Edited by Br@d2_
  • 4 weeks later...
  • 4 weeks later...

I'm not sure whether this is the place to ask, but here goes. I'm trying to import the player6.dff model from Vice City through the newest Kams, and it gives me this error: "-- Unknown property: "obj" in undefined". All of the other models were imported without any problems.

60n9KXS.png

8x9l15W.png

  • 2 weeks later...

Do you guys know how to fix this kind of error while exporting skin out of 3ds?

External contact  Discord - N0W4K#6228
FPejvLO.png
6f1V6zg.png


Additional settings while exporting 
Material & export settings

Spoiler

YLUdYSG.png
vmcGyIy.png


UEMO2FL.png


Solve (in this case)

Exporting with UV fix enabled

Edited by N0W4K
  • 2 months later...

from some reason i can't export skins correctly..

I have 3dsmax 2010

as you can see when I export the files it appears to come out horizentally and not in the correct position (I do export correctly though - bones export w/ skip col i even tried without skip col nothing works, tried with and without mesh fix)

I tried creating a new skin which combines obj head file to the original dff and from some reason it doesn't work - I do it as supposed to while attaching: matching material to material IDs.

BUT it still doesn't work! the dff file still doesn't readable to the game...

problem1.png

problem.png

fyi: the original material imported as a gtamaterial and the rigging comes out to be ok when I import it to 3dsmax back..

any solution?? does anyone know what causes this?

Edited by TbKmods

Does anyone know why these scripts always export with a broken pivot?

 

My pivot in 3DS Max:

 

4iQ2AvH.png

 

The pivot when it's exported:

 

nvwC61F.png

 

I've reset the XForm and that doesn't work.

Fix model's pivot and reset pivot to center don't work either.

I'm using 3DS Max 2010.

 

Edit: The only workaround I've found (for making col's) is to export the DFF. Import it back into 3DS Max and then use that to make the .col instead.

Edited by Menaced
On 3/25/2021 at 12:59 PM, Menaced said:

Does anyone know why these scripts always export with a broken pivot?

 

My pivot in 3DS Max:

 

4iQ2AvH.png

 

The pivot when it's exported:

 

nvwC61F.png

 

I've reset the XForm and that doesn't work.

Fix model's pivot and reset pivot to center don't work either.

I'm using 3DS Max 2010.

 

Edit: The only workaround I've found (for making col's) is to export the DFF. Import it back into 3DS Max and then use that to make the .col instead.

It's better to export with Deniska's COL script for pivots.

 

Keep these in mind when exporting COL:

- The COL pieces are not too big and aren't bigger than 1,500 poly

- Make sure the World's position of the object is at 0.0, 0.0, 0.0

- Reset XForm after any rotation, or scale applied to the object

 

Some workaround towards the COL Pivot problem:

- (like you have mentioned) export the DFF and import the DFF back for 0.0, 0.0, 0.0

- Take the DFF and export as 3DS and import that into the COL Editor 

- IF ALL DOESN'T WORK, enter Edit Poly mode, and select all vertices. When you select all vertices move them to 0.0, 0.0, 0.0

 

That usually fixes most COL problems. Invisible walls and other COL problems are related to size, poly count, and if you have overlapping faces and stuff like that.

With regards to the pivot issue.

When I detach a part from my road, it keeps the pivot of the road even if I click reset pivot. What resolves this is applying Reset Xform and collapsing to the model. The pivot I set prior to apply reset xform is now the original pivot point.

 

If you can provide us with a max project scene file, that might help. @Menaced

chaosbginwenrealityend

Yes whenever resetting pivots in Max it is best practice to export the model out of Max then import back in; then export model and col at this point otherwise the col will be offset.  If all you did with the model is reset Xform, you can safely export the model with a new .col and shouldn't have issues. If you detach a piece from a model as new object, the new detached piece will retain the original models pivot unless you select the new object separately then "affect pivot only" "align to object".

 

If this model is from a map or placed on an .ipl and you plan on changing the pivot, it is best to import using "import ipl" this way it is imported on the same coords as it came from your map. Once in max you can then change the pivot, reset Xform or whatever. If the pivot is changed then when ready hit 'export ipl' this will provide the new coords for the object. Export when ready then import back into Max using the new .ipl with the new coords created. If no other changes then export again with a new col. I use Deneskas sa tools to do this most of the time.

 

The procedure above is the same for any game engine being exported to.

On 3/25/2021 at 11:23 AM, TbKmods said:

from some reason i can't export skins correctly..

I have 3dsmax 2010

as you can see when I export the files it appears to come out horizentally and not in the correct position (I do export correctly though - bones export w/ skip col i even tried without skip col nothing works, tried with and without mesh fix)

I tried creating a new skin which combines obj head file to the original dff and from some reason it doesn't work - I do it as supposed to while attaching: matching material to material IDs.

BUT it still doesn't work! the dff file still doesn't readable to the game...

problem1.png

problem.png

fyi: the original material imported as a gtamaterial and the rigging comes out to be ok when I import it to 3dsmax back..

any solution?? does anyone know what causes this?

does anyone has any idea why the exported file turns out to be unreadable to the game? at KDFF it seems fine, the texture and the dff file look good.. also when I import the dff I created back to 3dsmax using KEM script the rigging seems good (i can move the hands for example and everything seems to be good). I AM COMPLETELY LOST PLS HELP ME

Edited by TbKmods
47 minutes ago, GamingWithJumbo said:

unknown.png

help, it's 3ds max 2016

Which IPL are you trying to load?

Not all DFF's are stored in gta3.img - some are stored in cutscene.img, gta_int.img etc. so you will have to extract them too.

Double check the DFF path is correct.

  • Like 1
GamingWithJumbo
On 4/14/2021 at 11:23 AM, Tut98 said:

Which IPL are you trying to load?

Not all DFF's are stored in gta3.img - some are stored in cutscene.img, gta_int.img etc. so you will have to extract them too.

Double check the DFF path is correct.

but now when i import a dff, the model isn't visible, although it loads correctly

also sorry for trouble

here's an image

unknown.png

Edited by GamingWithJumbo
image
GamingWithJumbo
3 hours ago, Tut98 said:

Is it a GTA object or a custom model?

What type of DFF is it, a character model?

a character model

also can't seem to texture map io, i have every texture converted to png and everything, but still

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