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


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yes I know that but still I don't get it old kams script works so fast when you export normals any size doesn't matter but new kams script takes ages thats what I confused here its maybe something is wrong in New script I doubt it thats all can't trust own brain 

Hi, what's up with the import of multi clump models?

I would like to import all models inside of a SA bodypart dff

 

EI4NBr5cztM.jpg

 

It doesn't work for me

the "Import" button inside the Multi.Clump section is always inactiv

when i try to change the number, the cursor will be shown as hand for moving menue

my OS: win10, 3dmax 2013x64

 

 

 

 

 

 

 

Edited by ZAZ
  • Like 2
  • 2 weeks later...

Hello. 

 

I want to mass export map from GTA SA to Blender. I used .ipl in 3ds Max... everything is looking fine but my problem is appearing because i don't know how to apply textures. Exported .fbx from 3ds Max when opened in Blender has only gta sa mtl textures.

 

https://imgur.com/PwxgEdm

 

https://imgur.com/TWmIZe2

 

 

Edited by gromenn
  • 1 month later...
On 11/11/2021 at 7:59 AM, ZAZ said:

Hi, what's up with the import of multi clump models?

I would like to import all models inside of a SA bodypart dff

 

EI4NBr5cztM.jpg

 

It doesn't work for me

the "Import" button inside the Multi.Clump section is always inactiv

when i try to change the number, the cursor will be shown as hand for moving menue

my OS: win10, 3dmax 2013x64

 

 

 

 

 

 

 

 

Same problem for me.

3ds Max 2015x64

Win 10

On 11/11/2021 at 2:59 PM, ZAZ said:

Hi, what's up with the import of multi clump models?

I would like to import all models inside of a SA bodypart dff

 

EI4NBr5cztM.jpg

 

It doesn't work for me

the "Import" button inside the Multi.Clump section is always inactiv

when i try to change the number, the cursor will be shown as hand for moving menue

my OS: win10, 3dmax 2013x64

 

 

 

 

 

 

 

Just change GTA_DFF_IO.ms:
line279-280:

						--no_clump = checkClump f
						no_clump = #(1)

to:

						no_clump = checkClump f
						--no_clump = #(1)

Because the clump check code did not take effect, it was commented out.

 

  • 2 weeks later...
On 1/6/2022 at 4:49 AM, turret001 said:

Autodesk 3ds Max 2021, this is what I get on startup:

LI3GKCI.png

it also highlights line 405 of \scripts\startup\GTAScript_Controller.ms.

 

<hr>


works fine when I run script manually from here tho:

E51TgQy.png

 

 
 
 
 
I did not have such an error in 3d max 2021, run the program as administrator
On 11/11/2021 at 9:59 AM, ZAZ said:

Hi, what's up with the import of multi clump models?

I would like to import all models inside of a SA bodypart dff

 

EI4NBr5cztM.jpg

 

It doesn't work for me

the "Import" button inside the Multi.Clump section is always inactiv

when i try to change the number, the cursor will be shown as hand for moving menue

my OS: win10, 3dmax 2013x64

 

 

 

 

 

 

 

 

Is it like that with all dffs? Can you throw off the name of one dff with a multi-lamp where the error occurred?

 

3 hours ago, HalanoSiblee said:

@gold_fish How to 2-sided Material Face are appear only from 1 side i don't need to flip normal or duplicate 
is there any options to 2 sided Materials in this script ?

 only if you set the model flag for two-sided rendering in the ide file

 polygon duplication is the more classic and easiest way

Edited by gold_fish
On 1/17/2022 at 1:14 PM, gold_fish said:

@ZAZ try this version, extract the scripts from the archive with replacement
https://drive.google.com/file/d/1S-nEUO68eSPIu_ZS9r00tReuiYR5IuZB/view?usp=sharing

 

No sorry, it's still same like before

 

 

 

On 1/17/2022 at 11:31 AM, gold_fish said:

Is it like that with all dffs? Can you throw off the name of one dff with a multi-lamp where the error occurred?

yes, it's with all dff, no i can't throw any name

 

I can only use the standard "Import DFF" function, which always imports a single dff

In case of bodypart.dff it also imports a single dff and i don't know if it is ripped, normal or fat

 

The "Import" function of the "Multi.Clump" field is always inactiv

The number of the "Multi.Clump" field can't be changed

when i try to change the number, the cursor will be shown as hand for moving menue

 

 

 

 

 

 

On 1/5/2022 at 3:42 AM, Leeao said:

Just change GTA_DFF_IO.ms:
line279-280:

						--no_clump = checkClump f
						no_clump = #(1)

to:

						no_clump = checkClump f
						--no_clump = #(1)

Because the clump check code did not take effect, it was commented out.

 

 

No, it didn't had an effect

 

 

 

 

 

 

 

 

 

 

 

Almost four years late, but just wanted to post my experience and thoughts on these scripts,

 

I was recreating my irl place in 3DS Max with intentions to import it into San Andreas and was wondering how to add 2dfx, so I stumbled upon a video tut on YouTube which brought me here. The 2dfx thingy works like a charm and is very easy to use but unfortunately it messed my vertex paint (at night time, not sure about day) and also messed the dff mesh up a bit - some faces weren't visible when looking from below, but showed up perfectly fine with Deniska's DFF exporter. Guess I'll stick to Deniska's scripts after all.

13 hours ago, turbocharger said:

Almost four years late, but just wanted to post my experience and thoughts on these scripts,

 

I was recreating my irl place in 3DS Max with intentions to import it into San Andreas and was wondering how to add 2dfx, so I stumbled upon a video tut on YouTube which brought me here. The 2dfx thingy works like a charm and is very easy to use but unfortunately it messed my vertex paint (at night time, not sure about day) and also messed the dff mesh up a bit - some faces weren't visible when looking from below, but showed up perfectly fine with Deniska's DFF exporter. Guess I'll stick to Deniska's scripts after all.


most of the problems are due to improper use of the tool. This is a very complex tool in terms of implementation, the scripts themselves written in Max Script are very slow and limited in many ways compared to plugins, but unfortunately plugins are not so universal in terms of compatibility between different versions of programs. The script was written for personal needs and it works for me. If there is anything I can do to help, I would be happy to do so.

 

 

Edited by gold_fish
16 hours ago, ZAZ said:

 

No sorry, it's still same like before

 

 

 

yes, it's with all dff, no i can't throw any name

 

I can only use the standard "Import DFF" function, which always imports a single dff

In case of bodypart.dff it also imports a single dff and i don't know if it is ripped, normal or fat

 

The "Import" function of the "Multi.Clump" field is always inactiv

The number of the "Multi.Clump" field can't be changed

when i try to change the number, the cursor will be shown as hand for moving menue

 

 

 

 

 

 

 

No, it didn't had an effect

 

 

 

 

 

 

 

 

 

 

 

 SA model?

 


Sorry, it seems I threw you an uncorrected version, can you try this one?
https://drive.google.com/file/d/1oDf-lhwdyRZ09bevjFF1n89-4tvXtHWo/view?usp=sharing

Edited by gold_fish
On 1/20/2022 at 10:23 AM, gold_fish said:


most of the problems are due to improper use of the tool. This is a very complex tool in terms of implementation, the scripts themselves written in Max Script are very slow and limited in many ways compared to plugins, but unfortunately plugins are not so universal in terms of compatibility between different versions of programs. The script was written for personal needs and it works for me. If there is anything I can do to help, I would be happy to do so.

 

 

It is okay, I only wanted to give these scripts a shot. I've recently had trouble with some collision file (stupid invisible walls) and that drained most of my mental energy these past few days, so I don't really feel like troubleshooting this particular issue in order to discover the culprit, so I'll keep using Deniska's DFF exporter. I meant no disrespect by any of it, it's just my personal experience.

 

I'd like to take this opportunity to thank you for sharing your work and contributing to the community. I hope it'll serve others a bit better than it did for me. 👍

8 hours ago, turbocharger said:

It is okay, I only wanted to give these scripts a shot. I've recently had trouble with some collision file (stupid invisible walls) and that drained most of my mental energy these past few days, so I don't really feel like troubleshooting this particular issue in order to discover the culprit, so I'll keep using Deniska's DFF exporter. I meant no disrespect by any of it, it's just my personal experience.

 

I'd like to take this opportunity to thank you for sharing your work and contributing to the community. I hope it'll serve others a bit better than it did for me. 👍

I’ve noticed that invisible walls are usually fixed with either optimizing the mesh with the modifiers (Optimise/ProOptimizer) or using vertex weld at 0.01 or 0.02

 

Simplifying your collision mesh is literally the only way sadly, and even then you will still have small holes in your collision, small bugs, it’s always one thing or another in my experience. For rectangular objects use a box, balls - spheres, etc. I’m sure you know that already you seem like you know what you’re doing already, but in case you never tried those steps that usually helps me!

On 1/20/2022 at 1:31 AM, ZAZ said:

No, it didn't had an effect

It works fine for me. I tested it to import normally.
This is the file (dffio.ms) I changed, just commented out one line of code.

 

 

spacer.png

spacer.png

Edited by Leeao
7 hours ago, deltaCJ said:

I’ve noticed that invisible walls are usually fixed with either optimizing the mesh with the modifiers (Optimise/ProOptimizer) or using vertex weld at 0.01 or 0.02

 

Simplifying your collision mesh is literally the only way sadly, and even then you will still have small holes in your collision, small bugs, it’s always one thing or another in my experience. For rectangular objects use a box, balls - spheres, etc. I’m sure you know that already you seem like you know what you’re doing already, but in case you never tried those steps that usually helps me!

Hey delta. Oh believe me I tried it all, I used the Optimize modifier along with welding vertices at ridiculous values and thresholds. Also tried Optimize in COL Editor, which kinda worked a bit but not quite.

I even went back and recreated the entire damn thing from scratch, simplified it although it wasn't poly/vertex heavy to begin with (it was around 900 vertices) and the wall appeared in the exact same spot, along with a new one. 

Then I went back and tried splitting it into pieces to try and figure out which part exactly caused problems. At this point I was like 5 days into troubleshooting this simple model that was supposed to be a piece of cake and reaching my boiling point. It turned into a clustersex with polys all over the place and I still didn't achieve anything, so ultimately I just gave up. Recreating the mesh worked for me quite a few times in the past, but this time I wasn't so lucky.

 

F it, I'll come up with something else. I gag at the thought of that mes(s)h.

On 1/22/2022 at 3:46 AM, turbocharger said:

Hey delta. Oh believe me I tried it all, I used the Optimize modifier along with welding vertices at ridiculous values and thresholds. Also tried Optimize in COL Editor, which kinda worked a bit but not quite.

I even went back and recreated the entire damn thing from scratch, simplified it although it wasn't poly/vertex heavy to begin with (it was around 900 vertices) and the wall appeared in the exact same spot, along with a new one. 

Then I went back and tried splitting it into pieces to try and figure out which part exactly caused problems. At this point I was like 5 days into troubleshooting this simple model that was supposed to be a piece of cake and reaching my boiling point. It turned into a clustersex with polys all over the place and I still didn't achieve anything, so ultimately I just gave up. Recreating the mesh worked for me quite a few times in the past, but this time I wasn't so lucky.

 

F it, I'll come up with something else. I gag at the thought of that mes(s)h.

Sheesh must've been a real piece of work then! These games always have so many problems its honestly kind of annoying but meh here we are. 
If all that still didn't help maybe try exporting it to 3ds? Then importing it into the COL Editor?

Or maybe it's best to - just like you said - move on to another mesh haha

 

Hope it gets easier for you! 

  • Like 1
On 1/24/2022 at 6:51 AM, deltaCJ said:

Sheesh must've been a real piece of work then! These games always have so many problems its honestly kind of annoying but meh here we are. 

So true unfortunately. Rigging models ingame (col problems) take more energy and nerves than the process of modelling itself. These issues have deterred me from so many projects.

 

On 1/24/2022 at 6:51 AM, deltaCJ said:

If all that still didn't help maybe try exporting it to 3ds? Then importing it into the COL Editor?

Or maybe it's best to - just like you said - move on to another mesh haha

 

Hope it gets easier for you! 

Good idea, I completely forgot about that so I went back and gave it a shot. But, the bug was still there. Oh well, another mesh it is then.

Ironically, I've made a few more models in the meantime that are considerably more complex but didn't give me any issues.

 

Thanks a lot though, I appreciate the effort you put into trying to help me. 

2 hours ago, turbocharger said:

So true unfortunately. Rigging models ingame (col problems) take more energy and nerves than the process of modelling itself. These issues have deterred me from so many projects.

 

Good idea, I completely forgot about that so I went back and gave it a shot. But, the bug was still there. Oh well, another mesh it is then.

Ironically, I've made a few more models in the meantime that are considerably more complex but didn't give me any issues.

 

Thanks a lot though, I appreciate the effort you put into trying to help me. 

Of course! No worries, hope future models don't give you such problems, they have a tendency to just - stop happening - yknow? Good luick to any future modelling endeavors! 

If only Steve-m made that DFF feature maybe things would be a small bit easier for us :D 

  • Like 1
chaosbginwenrealityend

@turbocharger Have you by chance used any of the 'boolean' tools in your project? If one does not clean up the garbage left behind (the tiny sliver cannot see polys left behind) this will cause invisible walls. Its tedious work to thoroughly clean up. I select all polygons individually ( not selecting all) but individually, then hide, then select the blank area- rotating and selecting. You'll know when you found it when the viewport looks empty but the select tool appears. I have found the most hard to find invisible walls doing it this way. I also delete real small polygons I know are not needed then fix the UV mapping. Hope this helps. 

  • Like 2

Oh there’s also 3DS’ built in xView mode where you can see overlapping verts/edges/polys. I don’t know if this correlates to any collision problems but I do know good topology never lets me down! It should be xView>Overlapping Faces or something along those lines. 

  • Like 1

Thanks for the tips guys, it may prove useful in the future. I've never used xView before, it's very helpful stuff. 3dsmax never stops surprising me with the amount of tools and utilities it offers.

 

And no, I didn't use boolean. I do things the dumber but also safer way/manually exactly for these reasons. I was also careful about this while creating the model, deleting all excess and unnecessary polygons and verts along the way so I didn't have to go back to clean up because it gets messy after a while. But from my experience, there doesn't even have to be a 'loose' polygon or vertex to cause invisible walls - sometimes it just happens for a f*ckall reason.

chaosbginwenrealityend

I should have asked how many polys' the model has. The .col scripts can be kinda finicky with higher poly models especially getting over 3000 faces or so. Yep, know all about frustration in thinking the model was completely clean and still one invisible wall but always managed to find that one tiny sliver which is just enough to throw the .col script into a tizzy.  I hear ya about the safer way as I have also made planes in order to avoid the boolean tools if I need only one door or window cut out or hand cut, but still always check for strays especially after cutting - sometimes this can be just as messy. Also, if you optimized the entire model with boxes and spheres in ColEd II, you can similarly select the 'faces'  tab then select everything to see if anything shows up that way. If you would like someone to take a look at it you can send it to me in a PM. I'm still on 3dsmax 2010 though (not sure if newer scenes will open in it if your version is newer than mine) cause all the older scripts run better on it. 

1 hour ago, chaosbginwenrealityend said:

-snip-

He said it only had around 900 polys so it wasn’t that complex of a model. If anything it probably wasn’t anything the polys caused and most likely an exporting problem or a one in a million collision error that pops up through the scripts. Who knows how rockstar got their correct collision models and all that, but the tools we use now are just as good!

Hey guys, apologies for checking back in a bit late.

 

So you two hyped me up to muster up the energy to go back and try to fix this issue I had, so I did (and thanks for that). I recreated the mesh again carefully, simplified it even further and it was squeaky clean this time, no bugs at all.

I'm not sure, but the issue may have been my own fault, because I left the mesh at height zero point something in 3DS Max, while the X and Y coords were at zero. I'm not sure about this, as I noticed it after finishing the new/remade .col mesh so I haven't tested the old one. Amateur mistake I know, but yeah, just a reminder to center your models at 0,0,0 before exporting.

 

In the meantime, I ran into problems with SA's limits. Turns out, you can only add 6 additional IDE entries (if I recall correctly) before the game crashes. This was easily fixed with Open Limit Adjuster from ThirteenAG's site. Luckily I didn't lose much time on this as I was more or less aware of SA's limitations from before. I just didn't think it was so bad, I mean only 6 additional models doesn't leave you much to work with.

 

All in all, I'm glad I didn't delete the whole thing out of sheer frustration (which I usually do), and I'm very glad I've managed to salvage it. Thanks @chaosbginwenrealityend for offering help with the .col, and yes, I use 3dsmax 2010 too. There wasn't really a need for me to ever upgrade from it because it does stuff perfectly for what I need it, as you said yourself.

 

Although I'm not sure what you meant by making planes to create a cutout for window or a door? It is much simpler to turn the mesh into editable poly, switch to Hidden Line in viewport and connect edges to create the shape you desire and then extrude and delete polygons et cetera. Unless you meant something else by it of course.

 

Edited by turbocharger
  • Like 2

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