gold_fish Posted February 8, 2022 Author Share Posted February 8, 2022 (edited) 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. 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: As you can see anything complicated and there is no magic Edited February 8, 2022 by gold_fish deltaCJ 1 Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071791439 Share on other sites More sharing options...
gold_fish Posted February 8, 2022 Author Share Posted February 8, 2022 (edited) 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 February 8, 2022 by gold_fish Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071791447 Share on other sites More sharing options...
deltaCJ Posted February 8, 2022 Share Posted February 8, 2022 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! Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071791795 Share on other sites More sharing options...
Delorean88us Posted February 9, 2022 Share Posted February 9, 2022 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 gold_fish and deltaCJ 2 Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071791984 Share on other sites More sharing options...
TheRealT Posted February 17, 2022 Share Posted February 17, 2022 Hello I've a problem please help me https://ibb.co/wMN23jW here is a screenshot My skin is glitch after export using GTA Kam's updated version Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071797485 Share on other sites More sharing options...
TheRealT Posted February 17, 2022 Share Posted February 17, 2022 (edited) Using 3ds max 2009 GTA KAM's latest version updated 3.7 Edited February 17, 2022 by TheRealT Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071797492 Share on other sites More sharing options...
N0W4K Posted March 14, 2022 Share Posted March 14, 2022 (edited) @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 ? 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. debug info -> [RemapByVT - Set UV1 / UV2]: #error Edited March 15, 2022 by N0W4K debug info Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071815761 Share on other sites More sharing options...
coldzera29 Posted April 10, 2022 Share Posted April 10, 2022 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. Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071836210 Share on other sites More sharing options...
Kirbar Posted April 19, 2022 Share Posted April 19, 2022 after export, the light reflections on the skin disappear. Please help. Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071841398 Share on other sites More sharing options...
Einheit-101 Posted April 24, 2022 Share Posted April 24, 2022 (edited) 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 April 24, 2022 by Einheit-101 Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071844199 Share on other sites More sharing options...
Tut. Posted May 17, 2022 Share Posted May 17, 2022 (edited) Hey @gold_fish, I've been testing out your script and compared it to The Hero's: 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 It will help to have some documentation about this: Would it be possible to add a tooltip to this to indicate that, when ticked, this option disables light flag? Here's some of my study on light flag: (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 Thank you very much for creating your script bundle. Edited May 17, 2022 by Tut98 Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071859255 Share on other sites More sharing options...
skatefilter5 Posted July 10, 2022 Share Posted July 10, 2022 Hi, I'm using 3dsmax 2023, when i import my model, the bones don't stick with his arms. What can be the iusse? Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071890838 Share on other sites More sharing options...
Strs Posted July 11, 2022 Share Posted July 11, 2022 use 2017 dont go latest because kams script good till version 2017 what i know i try all sh*t Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071891321 Share on other sites More sharing options...
Tut. Posted July 11, 2022 Share Posted July 11, 2022 (edited) @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 July 11, 2022 by Tut98 Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071891838 Share on other sites More sharing options...
skatefilter5 Posted July 12, 2022 Share Posted July 12, 2022 (edited) 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. If it's blurred again, click on the second link https://imgur.com/MYPs8IJ Edited July 12, 2022 by skatefilter5 Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071892184 Share on other sites More sharing options...
Tut. Posted July 12, 2022 Share Posted July 12, 2022 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. Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071892228 Share on other sites More sharing options...
skatefilter5 Posted July 12, 2022 Share Posted July 12, 2022 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 Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071892371 Share on other sites More sharing options...
Tut. Posted July 12, 2022 Share Posted July 12, 2022 (edited) 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 July 12, 2022 by Tut98 Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071892417 Share on other sites More sharing options...
skatefilter5 Posted July 12, 2022 Share Posted July 12, 2022 (edited) 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 July 12, 2022 by skatefilter5 Tut. 1 Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071892429 Share on other sites More sharing options...
skatefilter5 Posted July 16, 2022 Share Posted July 16, 2022 Come on! I'm been waiting for like 4 days now. I not a single reply! I only have like 25 days left, can you pls help me solve that iusse! Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071895101 Share on other sites More sharing options...
Tut. Posted July 16, 2022 Share Posted July 16, 2022 (edited) @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 July 16, 2022 by Tut98 Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071895160 Share on other sites More sharing options...
Kondratenko Posted July 16, 2022 Share Posted July 16, 2022 Good afternoon, I ran into the following problem. Is there a way to fix it? 3d MAX 2023. English is not my native language, I'm sorry if I wrote it wrong. https://ibb.co/XzmhQwm Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071895214 Share on other sites More sharing options...
skatefilter5 Posted July 16, 2022 Share Posted July 16, 2022 (edited) 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 I set what you give me And this happens 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? Edited July 16, 2022 by skatefilter5 Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071895310 Share on other sites More sharing options...
Tut. Posted July 16, 2022 Share Posted July 16, 2022 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? From my understanding the dummy is a legacy thing. The Hero included some documentation about it in his own plugin readme. Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071895378 Share on other sites More sharing options...
skatefilter5 Posted July 17, 2022 Share Posted July 17, 2022 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. Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071895392 Share on other sites More sharing options...
Tut. Posted July 17, 2022 Share Posted July 17, 2022 That one is a bit tricky to diagnose. I suggest you try reproducing the issue using models from gta3.img or previous versions of 3ds Max such as 2021 which I use myself. Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071895433 Share on other sites More sharing options...
skatefilter5 Posted July 19, 2022 Share Posted July 19, 2022 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!! Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071896675 Share on other sites More sharing options...
YaHELLA Posted July 31, 2022 Share Posted July 31, 2022 I only have 3ds max 2010 is it supported also Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071914481 Share on other sites More sharing options...
Tut. Posted July 31, 2022 Share Posted July 31, 2022 4 hours ago, Yddd said: I only have 3ds max 2010 is it supported also I would think so! Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071914630 Share on other sites More sharing options...
Marwane2 Posted August 8, 2022 Share Posted August 8, 2022 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 Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/18/#findComment-1071921602 Share on other sites More sharing options...
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