Jump to content

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


Recommended Posts

On 1/22/2022 at 3:50 AM, 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!

 

Fix invisible walls has long been built into the CST exporter, when using this tool, I have not come across this problem for a long time.

spacer.png

 

But if the walls are still not automatically corrected by the tool, you can always fix them manually, Weld instantly or use this two buttons:

spacer.png

 

As you can see anything complicated and there is no magic

Edited by gold_fish
On 1/26/2022 at 3:32 AM, chaosbginwenrealityend said:

@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. 

 

Many people do not even notice how they create problems themselves, and the Boolean operations are create them in almost 90%, another one of the dangerous tools is Cut try to use it less,

as well, also if you delete the polygons, check that after that you have no vertexes in the air,

if you nevertheless used these tools, then later, be sure to recheck the grid and each vertex on the model otherwise, you have an invisible wall with a 90% probability.

But in order to completely exclude invisible walls, just make a model of col anew from primitives, because to make a col from the finished model is a big mistake!

Believe me, I have enough experience and this.

 

Spoiler

I hope this message will help solve problems to many people.

 

Edited by gold_fish
9 hours ago, gold_fish said:

-snip-

 

That's extremely weird, I use export CST all the time...

I still run into small problems like holes in floor, even though I don't use the "Cut" or the "Boolean" tool

 

I never knew about those buttons in Edit. Poly

 

Thanks Gold-fish!

Theres one thing I noticed about the IPL export in relation to III/VC.  EMapTool creates the ipl strings, but its SA's format. III/VC use a different format, so for what I was doing, I had to change the string format to match that of those games.  Can this be addressed in the next version?


https://gta.fandom.com/wiki/Item_Placement

  • Like 2
  • 2 weeks later...
  • 4 weeks later...

@gold_fish Hi,
OS 3ds 2020x64 win 10
latest version of KAM's 

Lately, I stumbled on this while I was exporting,
any ideas what might cause the problem ?
gvTM8ui.png

project file 
https://www.mediafire.com/file/7fd046nh7ynpj0m/123.rar/file


… I've triple check materials and everything what i know it might cause issues.
I've found out a workaround by applying 'UV fix' while exporting allows me to “export” it in to dff without this error, but in cost of messing up the UV positions in places where 2 or more vertexes were welded.
OxC03G3.png


debug  info -> [RemapByVT - Set UV1 / UV2]: #error

Edited by N0W4K
debug info
  • 4 weeks later...

Guys, welcome. There was actually a question, the decision anywhere did not find.
I import part of the map into 3D Max, and from there into .fbx format, and then into UE4 and Blender. But there the cards are very small (just tiny). Didn't find anywhere how to fix it. Played with units - did not help.
Please tell me what am I doing wrong.

  • 2 weeks later...
Einheit-101
On 9/29/2021 at 2:30 PM, Leeao said:

I discovered this bug early on. This is because the total amount of UV coordinates exceeds the number of vertices, and the excess part is not exported, resulting in UV loss.
solution:
For a non-skinned model, you can first export the model to OBJ format, and then import it. The OBJ export will automatically fill in the data according to the number of UVs. At this time, the number of UVs and vertices are equal, and the export dff will not go wrong.
For the skin model, exporting the OBJ will lose the skin data, and it may be necessary to re-bind the bones.

Amazing, now we know what causes this bug. I knew that exporting to obj (when using the correct obj exporter) fixes the bug, just like using rwio to export the model fixes the bug aswell.
In order to fix the bug with kams, you have to use "mesh fix" while exporting but that increases dff size.
Maybe goldfish can fix it without the annoying and bloating mesh_fix.

However i truly recommend exporting/importing a newly imported object with rwio first at all times to avoid running into issues in the first place.

Edited by Einheit-101
  • 4 weeks later...

Hey @gold_fish, I've been testing out your script and compared it to The Hero's:

FXaCatw.png

 

 

Left:Right: Goldfish/The hero's imports. Red colors are painted by me, the blue bit is a bug in the importer script though. The top row is those models exported and re-imported back into 3ds Max

PZdLSEs.png

 

 

It will help to have some documentation about this:

ktbHSt6.png

 

Would it be possible to add a tooltip to this to indicate that, when ticked, this option disables light flag?

Xn8m8l3.png

Here's some of my study on light flag:

LsvCgIJ.png

bCu1Gpc.png

(D = vertex color value / N = vertex illumination value, on a scale of 0-255)

 

 

After importing IPL using Map IO, it gives you some statistics of what was / was not imported. Here's a few nice options I'd like:

- Import only LOD

- Export without LOD

- Inform the user to check maxscript listener for models not loaded, and possibly list the IMG container for those files

xGIMS9t.png

 

 

Thank you very much for creating your script bundle. 

Edited by Tut98
  • 1 month later...

@skatefilter5 the picture is not very clear to me (low res), but it looks like it could be an export issue. Are you clicking 'Bones/skin export'? Are you also having issues with Rockstar skins?

 

@Strs later versions works well with Kam's.

Edited by Tut98
skatefilter5
On 7/11/2022 at 4:38 AM, Strs said:

use 2017 dont go latest  

 

because kams script good till version 2017 what i know

 

i try all sh*t

I know but right now all trials ended so I can't use the previous version

 

@Tut98 Yes I'm clicking  'Bones/skin export'.  Exporting just f*cks up these bones, I tried too many attempts and it didn't never once fix any bones. 

Is that a way to fix this, especially user preference if anything is modified for each version if you guys solve this.

 

MYPs8IJ.png

If it's blurred again, click on the second link

https://imgur.com/MYPs8IJ

Edited by skatefilter5

Did you tick the 'A' button when importing the model that you just exported? This binds the character to the bones when importing.

The reason I am asking if it's also got trouble with Rockstar models is to see if this could somehow be an issue with your custom model. To check this, import 'Army.dff', export it and import it back in. If it does not appear skinned to its bones, some parts of Goldfish's script is probably not compatible with 2023. You could try the original Kam's scripts to see if that works, or use a previous version of Max. I personally use 2021.

skatefilter5
4 hours ago, Tut98 said:

Did you tick the 'A' button when importing the model that you just exported? This binds the character to the bones when importing.

The reason I am asking if it's also got trouble with Rockstar models is to see if this could somehow be an issue with your custom model. To check this, import 'Army.dff', export it and import it back in. If it does not appear skinned to its bones, some parts of Goldfish's script is probably not compatible with 2023. You could try the original Kam's scripts to see if that works, or use a previous version of Max. I personally use 2021.

A is already set by default.

 

I imported army.dff and bones appeared connected to the model and exported a few edited and it partial work fine but very limited. I tried taking the bone base from army and export and the skin and bones disconnects.

 

I'll try all version of kam scripts and see the different, I don't wanna waste my trial and my model just thr start

1 hour ago, skatefilter5 said:

A is already set by default.

 

I imported army.dff and bones appeared connected to the model and exported a few edited and it partial work fine but very limited. I tried taking the bone base from army and export and the skin and bones disconnects.

 

I'll try all version of kam scripts and see the different, I don't wanna waste my trial and my model just thr start

It sounds like the edits you perform broke the relation between the skeleton and the mesh. I have tested on Max 2023 and works fine.

 

Before making adjustments to a skin, make sure that you disable the skin modifier (tick the eye icon), then scroll down in skin modifier, and under advanced parameters disable 'always deform'. This allows you to make changes to not only the mesh but also the skeleton. Do note that certain changes to the mesh can break the relation between the skeleton and the mesh and will require the broken vertices to be weighted to their bones again.

 

Are you just starting out with Max? Skin & rigging can be a particularly nasty thing to get into on a beginner's level. I suggest watching some tutorials on those things to get a good fundemental idea of how it works. I am also working on some tutorials aimed at beginners which I might speak more about when they are ready.

 

RE the trial - I'm on an Indie subscription which is just about $300/yr. It has all the features of  the regular version, except you have some fairly lenient restrictions on project value. I think it's up to $100k. If you plan on creating 3D a lot, the Indie license is a great affordable solution. Not all countries qualify for this license.

Edit - you can also apply for student license if you qualify.

Edited by Tut98
skatefilter5
1 hour ago, Tut98 said:

It sounds like the edits you perform broke the relation between the skeleton and the mesh. I have tested on Max 2023 and works fine.

 

Before making adjustments to a skin, make sure that you disable the skin modifier (tick the eye icon), then scroll down in skin modifier, and under advanced parameters disable 'always deform'. This allows you to make changes to not only the mesh but also the skeleton. Do note that certain changes to the mesh can break the relation between the skeleton and the mesh and will require the broken vertices to be weighted to their bones again.

 

Are you just starting out with Max? Skin & rigging can be a particularly nasty thing to get into on a beginner's level. I suggest watching some tutorials on those things to get a good fundemental idea of how it works. I am also working on some tutorials aimed at beginners which I might speak more about when they are ready.

 

RE the trial - I'm on an Indie subscription which is just about $300/yr. It has all the features of  the regular version, except you have some fairly lenient restrictions on project value. I think it's up to $100k. If you plan on creating 3D a lot, the Indie license is a great affordable solution. Not all countries qualify for this license.

Edit - you can also apply for student license if you qualify.

"Are you just starting out with Max?" - Oh I just started like 2 years since I got 3dsmax 2010. I when from tutorials 2 years ago.

 

By the time my 3dsmax expires I move on different version more priority the supported ones, surprisingly 2020 version also worked. 2013 and 2015 was disaster both don't match up with the bones worsted than 2023 (just exported from that version)

 

"Before making adjustments to a skin, make sure that you disable the skin modifier" - Okay, ill try that.

 

Edit: 

 

Yeah, i tried disable eye icon before i exported still doesn't get the follow the bone when I try to test move it. 

 

Geez, i don't wanna have to spend $100 for a 3dsmax also they won't give me the outdated version that support GTASA. :( 2017 version was the best!

 

Here's the image

https://imgur.com/FXyYWYD

Edited by skatefilter5

@skatefilter5 I have used 2017 version for 3 years myself. It was great indeed but having upgraded to 2021 a few years ago there's no coming back. I'm also looking to update to later versions at some point.

 

Autodesk offers up to 5 previous versions by contacting their agents, but maybe they are able to send even earlier versions if you let them know of your situation. This does require being a subscriber though.

https://knowledge.autodesk.com/customer-service/account-management/users-software/previous-versions/eligible-previous-version-subscription

 

With regards to the skin modifier disconnecting on export. Are you clicking 'bones/skin export'? How many polygons and vertices does the model have? Press 7 to check this. Was the model obtained from a GTA SA modding site? If you select the root bone and right click Object Properties, then user defined, are you seeing the following information? This should verify that the skeleton is compatible with the script.

BoneID = 0
BoneType = 0
BoneIndex = 0
FrameName = Root
SPunknown = 4

 

If everything is looking fine and within GTA limits (65k faces, 32k vertices), my guess is you have run into a script compatibility issue. I'd be happy to take a look at your original DFF for you. Please zip it up in a PM if so. In the meantime check to see if you are having the issue with skins from the game such as Army, Ballas, etc.

 

p.s. make sure to select only the mesh when you export to DFF.

Edited by Tut98
skatefilter5
3 hours ago, Tut98 said:

@skatefilter5 I have used 2017 version for 3 years myself. It was great indeed but having upgraded to 2021 a few years ago there's no coming back. I'm also looking to update to later versions at some point.

 

Autodesk offers up to 5 previous versions by contacting their agents, but maybe they are able to send even earlier versions if you let them know of your situation. This does require being a subscriber though.

https://knowledge.autodesk.com/customer-service/account-management/users-software/previous-versions/eligible-previous-version-subscription

 

With regards to the skin modifier disconnecting on export. Are you clicking 'bones/skin export'? How many polygons and vertices does the model have? Press 7 to check this. Was the model obtained from a GTA SA modding site? If you select the root bone and right click Object Properties, then user defined, are you seeing the following information? This should verify that the skeleton is compatible with the script.

BoneID = 0
BoneType = 0
BoneIndex = 0
FrameName = Root
SPunknown = 4

 

If everything is looking fine and within GTA limits (65k faces, 32k vertices), my guess is you have run into a script compatibility issue. I'd be happy to take a look at your original DFF for you. Please zip it up in a PM if so. In the meantime check to see if you are having the issue with skins from the game such as Army, Ballas, etc.

 

p.s. make sure to select only the mesh when you export to DFF.

Yeah.  Every time I export, the bones always disconnects and the total faces is 35,680. Previously have models sometimes range faces 30k-64k faces whenever  i export past version of 3dsmax 2010,2011,2012,2016, 2017, even 2020 and look that this model GTA San Andreas Craig Camper Recolour Mod - GTAinside.com this is nearly max limited face with the jacket + bag from 3dsmax 2016 as example. 

 

"Was the model obtained from a GTA SA modding site?" - No i got these from deviantart.com, Miguel from Tekken 7 and Chris's Pants from RE, I just combine together.

 

Yeah the script compatibility issue, I'm not sure how to fix this, compare to other working 3dsmax maybe it can be default settings from the options menu for 3dsmax 2023.

 

The worst part is some versions of 3dsmax like 2013 or 2015 creates horrifying monster-ish model from exporting.  

 

Here's my skin result https://www.mediafire.com/file/avlfahz57som4ns/Miguel2023.dff/file

 

For strange reason, this won't in animation viewer cuz the bones disconnects each time I export

 jODvbXp.png

 

I set what you give me

2CCkvC7.png

 

And this happens

OVWEpbh.png

 

Oh yeah, after I export then import it and this this what I saw that green square, but why it's there? Maybe it can be the problem?

VYXYu5R.png

 

CnzhEa2.png

Edited by skatefilter5
2 hours ago, skatefilter5 said:

"Was the model obtained from a GTA SA modding site?" - No i got these from deviantart.com, Miguel from Tekken 7 and Chris's Pants from RE, I just combine together.

That could be the problem. Is the skeleton taken from a GTA skin? GTA exporters requires each bone to have their properties set in object properties.

 

2 hours ago, skatefilter5 said:

Oh yeah, after I export then import it and this this what I saw that green square, but why it's there? Maybe it can be the problem?

VYXYu5R.png

From my understanding the dummy is a legacy thing. The Hero included some documentation about it in his own plugin readme.

skatefilter5
49 minutes ago, Tut98 said:

That could be the problem. Is the skeleton taken from a GTA skin? GTA exporters requires each bone to have their properties set in object properties.

 

Yes it is a GTA skin. 

 

skatefilter5

NlgcTIh.jpg

 3dsmax license 2021 and older ones are totally mess up on my computer I can't able to use any supported ones but 2023. How can I fix this? Oh btw is 2021 support with Kam's scripts?

 

 

Oh... I tried rigging DOA character then exported and turns out the samething happen to miguel with bones disconnecting, that's a waste of my time. I wish @gold_fish is here to make this version of 2023 supported!!

mnQEdii.png

CnzhEa2.png

  • 2 weeks later...

Hello, I have a problem regarding the process of importing models to 3ds max, I want to import the whole gta sa map and then export to work on it in a program, but I ran into this hurdle, I hope you can help me, I'm still a newbie in this, thank you very much.

https://drive.google.com/file/d/15WBH0WqF9FbWORfTu83Dr2RS2xGHCnUn/view?usp=sharing

https://drive.google.com/file/d/11-q_IhotLUTyEqgPwMrYgMRj_ZCe4TPQ/view?usp=sharing

https://drive.google.com/file/d/1vCU77oCrszUAiwkGPeHi5Khv_NZG3gyJ/view?usp=sharing

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 1 User Currently Viewing
    1 member, 0 Anonymous, 0 Guests

    • Jugend84
×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.