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


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On 8/8/2022 at 10:40 AM, Marwane2 said:

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

This is related to the model's smoothing groups and vertex normals.

 

You can fix it by removing smoothing groups from your model, such as by applying a Smooth modifier, or a Edit Normals modifier, selecting all normals and clicking Break.

 

Please note that Kam's and Goldfish's imports wrong material ID's, and so if you are going to make any changes to these models you may want to consider using The Hero's importer for the DFF models instead, and then merge those into your current project scene as this retains the custom positions and rotations. More information at 

 

 

I also have a guide on importing maps using both The Hero's and Goldfish's/Kam's scripts at 

 

  • 3 weeks later...
8 hours ago, xiaogui319 said:

Can VC be exported as normal map? I made a normal map, how do I export it?

I'm not sure there are any normal map shaders for Vice City. You may just have to fake the detail using textures and specularity or reflection maps where possible if that is supported in the game.

On 8/28/2022 at 7:42 PM, Tut98 said:

I'm not sure there are any normal map shaders for Vice City. You may just have to fake the detail using textures and specularity or reflection maps where possible if that is supported in the game.

Ok, I found that I understood wrong, VC does not support DK normal plugin

  • 1 month later...
  • 1 month later...

Hello.
I'm trying my hand in clothing models, and i ran into a weird issue on 3ds MAX 2020, when i'm importing a DFF it doesn't let me choose the clump,the mult. clump is grayed out and it just drops in the ripped one.
Anyone ran into this?

  • 3 weeks later...
3 hours ago, 𝒌𝙧𝒊𝙩𝙎𝒌𝒊𝒚 ✗ said:

throw off who has a script to fix invisible walls in a collision

Goldfish has a script that you can find by clicking the Scripting menu at the top of 3ds Max -> run script -> navigate to Goldfish/GF's scripts folder -> utilities -> export_steve_col_script.ms . This will let you export your selected mesh to .cst. Import that .cst into Steve M's collision editor, optionally right click and select 'Optimize' and then save as .col

 

The alternativ would be to go through your collision mesh and fix any issues like stray edges/vertices, overlapping geometry, dense polygons, use primitive boxes and spheres for parts of your object where polygon geometry is unnecessary

  • 2 months later...

Update2: the below fix doesn't work when importing multiple IPL's. Will test more later.

Update: removing this bit from gtaMapIO_Fn.ms resolves below issue. I suspect it's the progress bars in version 2023 that has changed a bit.

pbProgressRename "SCAN DFF NAMES..."

 

Hey @gold_fish , I've been playing around with Max version 2023 and unfortunately it's not able to import binary IPL (regular works fine, though.). After it shows how many objects loaded, I press OK or close the popup box (doesn't matter) and it just gets stuck loading.

I've tried a few things such as turning off autobackup in an unsaved scene + a saved scene. Clicking Cancel does not work. Same setup + file paths etc. works fine in Max version 2021. Hope this helps and thanks again for your scripts.

qQDmCC7.png

Edited by Tut98
  • 3 weeks later...
DavidReyes2250

I hope you see this.

The tool is very good, very complete in my opinion. It exports the models fine without problems just as R* programmed the models. Very good on that part.


But... there is a poblem and no one had mentioned it; and it is that it does not support smooth with explicit normals both when exporting and importing models. It would be nice if you implemented that support as some models might look bad without smooth with explicit normals (especially skins and vehicles).

I still hope that after three years you can update it :p

 

Anyway, nice tool  👍

 

smgroups.jpg

Edited by DavidReyes2250
3 hours ago, DavidReyes2250 said:

I hope you see this.

The tool is very good, very complete in my opinion. It exports the models fine without problems just as R* programmed the models. Very good on that part.


But... there is a poblem and no one had mentioned it; and it is that it does not support smooth with explicit normals both when exporting and importing models. It would be nice if you implemented that support as some models might look bad without smooth with explicit normals (especially skins and vehicles).

I still hope that after three years you can update it :p

 

Anyway, nice tool  👍

 

smgroups.jpg

It's an issue that I have mentioned in my guides and do not recommend Kam's for that among other reasons. The Hero's plugin imports and exports vertex normals so this is ideal if you are wanting to keep the original shading of peds, vehicles and the few objects that use environment mapping. If you really need something that is close to the original shading and wish to use Kam's, then you could weld the vertices at 0.001 threshold and apply very few smoothing groups. It won't create the same result though as smoothing groups to my understanding works on a face-level whereas vertex normals obviously work on a vertex level and has more than one possible direction/handle. 

Edited by Tut98
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

 

 

 

On 1/20/2022 at 10:51 AM, gold_fish said:

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

 

 

Works 🙂

Don't know if i was blind.

As i clicked the big import button to import bikerhelmet yesterday, i got a message to give the clump number

I clicked ok, then i could give the number and then i cklicked the small import button

 

1 = 'ripped' = muskel, big, can also have fat
2 = 'fat' = very fat and very big
3 = 'normal' = thin

 

 

Edited by ZAZ

hello everyone ,

i have a problem , when i load the map ipl files through the script everything works fine mtl gta material loads everything ,

now i want to export the map part as fbx ,

everything works but when i want to load the fbx into another program everything is black so without textures ,

do i have to pay attention to something when exporting so that the textures are all exported with ,

i have previously converted the textures from txd to png and put them in the dff folder ,

do i have to pay attention to anything else ? thanks for your help :)

4 hours ago, Tut98 said:

@HexorMods when importing the map you'll want to set the import settings as 'standard material' and 'png' as image type. When exporting to FBX you'll want to tick 'embed media' and you'll be fine.

i followed your instructions , now i get only 1 texture exposed , 1material and 1 texture and when i load it out i get an error .the following texture(s) will not be embedded in your scene , as the plug-in cannot locate them .... i did it like this , i extracted the img files all in one folder , then changed the txd files to png , the dff txd are in one folder , or do the (png) textures have to be in the same folder , because i have a separate folder called texture where the png textures are in it thanks for your help 

https://ibb.co/zNL6jFc

 

Edited by HexorMods
5 hours ago, Tut98 said:

@HexorMods when importing the map you'll want to set the import settings as 'standard material' and 'png' as image type. When exporting to FBX you'll want to tick 'embed media' and you'll be fine.

what also surprises me is that the material name in 3dsmax is multimaterial , there must be the name of the object texture ? I'm sure I'm doing something wrong, https://ibb.co/PQHf3jR

 

Edited by HexorMods
1 hour ago, Tut98 said:

@HexorMods works fine here (just exported to FBX and imported that). Could you tell me the steps you did from start to finish? I don't think the material name makes a difference.

bpWghE0.png

first i unpack the img files into a folder , there i get the txd and the dff files , when all img are unpacked , i start magic txd and unpack the tdx files as png into the folder with the txd dff files , after that i start 3dsmax load gta map io search the path to the dff folder after that the program asks me the path to the . dat folder , after that i go in 3ds max in the kams tool the folder data to the ipl files , and load them in , standard material and png and import the ipl that also loads everything sure in with all textures , but when i want to expotiere the file as fbx , and i want to load the map in another 3d program , no textures there , maybe it is because of 3dsmax and the multimaterial 

thx for help :) 

15 minutes ago, HexorMods said:

first i unpack the img files into a folder , there i get the txd and the dff files , when all img are unpacked , i start magic txd and unpack the tdx files as png into the folder with the txd dff files , after that i start 3dsmax load gta map io search the path to the dff folder after that the program asks me the path to the . dat folder , after that i go in 3ds max in the kams tool the folder data to the ipl files , and load them in , standard material and png and import the ipl that also loads everything sure in with all textures , but when i want to expotiere the file as fbx , and i want to load the map in another 3d program , no textures there , maybe it is because of 3dsmax and the multimaterial 

thx for help :) 

If you create a new 3ds Max project scene (or click file -> reset) and import your FBX, does it look fine?

Multi materials are fine - they are the standard way of handling multiple materials that are assigned to a model. Maybe the app you are importing into doesn't support this but I doubt that

16 minutes ago, Tut98 said:

If you create a new 3ds Max project scene (or click file -> reset) and import your FBX, does it look fine?

Multi materials are fine - they are the standard way of handling multiple materials that are assigned to a model. Maybe the app you are importing into doesn't support this but I doubt that

yes when i import back to 3dsmax is fine , but i need the file for another programm (Ks editor) 

37 minutes ago, HexorMods said:

yes when i import back to 3dsmax is fine , but i need the file for another programm (Ks editor) 

Try looking up documentation on Kseditor for that or ask their community if they have a solution to your problem, as it sounds like something specific to that app rather than 3ds Max

  • 2 weeks later...
  • 3 weeks later...
skatefilter5

Exporting with 3ds max 2020 gives me errors on animation manager, so that's why it can't preview my skin I've exported as whatever I import a model I get a green cube and bones disconnects.

 

Results:

 

=====================================
:       Mass DFF Export LOG        :
=====================================


 ======================== 
     Verts: 20177  Tris: 33035
     - Light
     - normals
     - UV1
     write data..
     - Bump map
     [Error] write MaterialList
     data writed

file:C:\Users\skatefilter360\Desktop\234.dff exported!

 

There's one error. How do I fix it?
 

 

 

3ds_max_2020_exporting_not_working_by_skatefilter5_dftcgzd-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzIwIiwicGF0aCI6IlwvZlwvZTBkYzU1NzEtMGFjZC00ZWI4LWEwN2EtN2ExMWIyOWE4YzZlXC9kZnRjZ3pkLWVjY2VjNTAwLTcyZmEtNDA1NS1iYzUxLTVhMzM4OGRlZmNmOS5wbmciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.aoLFOIR8g1onkdqMCQVB0hqcDh0HSzWAwoxhG5D-iRc

this_green_cube_by_skatefilter5_dftchfv-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzIwIiwicGF0aCI6IlwvZlwvZTBkYzU1NzEtMGFjZC00ZWI4LWEwN2EtN2ExMWIyOWE4YzZlXC9kZnRjaGZ2LWVhODcxOTI4LTExYzktNDBhMC04NTJlLTBlNWQ4NmMwNTQ3OC5wbmciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.Fm3OTVhYJxEpuCrkT-ASsjS9xo37RgJnfRQhT5Mbu8A

Edited by skatefilter5

@skatefilter5 if it's creating a dummy at root bone position I'm assuming it could be an issue with the root bone, check if the root bone (and the rest of the bones) has the correct object properties. Root properties:

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

 

(SPunknown = 4 being very important, to my knowledge)

skatefilter5
6 hours ago, Tut98 said:

@skatefilter5 if it's creating a dummy at root bone position I'm assuming it could be an issue with the root bone, check if the root bone (and the rest of the bones) has the correct object properties. Root properties:

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

 

(SPunknown = 4 being very important, to my knowledge)

Ok I'll try then.

 

Edit:

Default i see 

BoneID = 0
BoneType = 0
BoneIndex = 0
FrameName = Root
SPunknown = 3

 

I set it to SPunknown 4

 

It didn't work and still give me error: [Error] write MaterialList  data writed

 

The only thing that happens when I goto import .obj it give me the error whenever I exported.

 

 

 

Edited by skatefilter5
6 hours ago, skatefilter5 said:

Ok I'll try then.

 

Edit:

Default i see 

BoneID = 0
BoneType = 0
BoneIndex = 0
FrameName = Root
SPunknown = 3

 

I set it to SPunknown 4

 

It didn't work and still give me error: [Error] write MaterialList  data writed

 

The only thing that happens when I goto import .obj it give me the error whenever I exported.

 

 

 

What is the material type? Physical material? If so you would have to convert to standard legacy or GTA material before exporting 

  • 2 weeks later...
Einheit-101

GTA_IFP_IO.ms has a bug in line 45. Material type is not set as argument in "DFFin" function call, causing a crash of the IFP DFF importer (Wanted 8, got 7).
You can "fix" it by inserting a simple 2 into the line, it needs to look like this:
DFFin   f   1   2   ".tga"   0.1   true   false   (getFilenameFile fname)

Of course the real fix would include getting the real material type from the importing dff, but thats none of my business currently, as this whole script is bugged everywhere - the dff exporter doesnt even export smoothing groups of skins... Maybe i can fix this mess aswell if the bug is small enough. What i can see on my first look is that the dff exporter needs to call "detachBySmGr", what he does correctly for regular objects, but that function is simply not even called when exporting a skin. This leads to a failure to write smoothing groups. The Bones/Skin exporter calls wCharDFFout, which leads to a function in DFFexp.ms that writes the skin geometry but lacks any kind of smoothing information.

Edited by Einheit-101

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