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


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I'm using 3ds max 2019 and it works just fine until it comes to DFF exporter with SA reflection.

 

When I put the car model in-game the paint looks like a transparent mirror no matter what reflection material settings in 3ds max.

 

what's wrong?

4 hours ago, askn said:

I'm using 3ds max 2019 and it works just fine until it comes to DFF exporter with SA reflection.

 

When I put the car model in-game the paint looks like a transparent mirror no matter what reflection material settings in 3ds max.

 

what's wrong?

An example/image of the issue would help 

Tried re-import and export, nope nothing happens, still the same and yes alpha is set to 255, if you look closely it's actually not transparent but rather a mirror reflection covers whole body which look like it's transparent.

 

I tried mapping UVW2 and adjust the mesh but no luck unless I'm missing something to do with mapping the reflection.

Yeah it's single player mods, only using ROSA textures and some project proper vehicle textures and ImVehFt.

 

don't get me wrong, I've tried with other models like this one:

https://www.gtainside.com/en/sanandreas/cars/134149-nissan-skyline-r34/

It works like a charm in-game then

import it into 3ds max and export it without doing anything and it changes to same result as mine with bad reflection.

 

so I assume it has to do with DFF exporter's SA reflection.

  • 3 months later...
  • 2 weeks later...
  • 2 months later...

greetings, a while ago i was trying to export a model to dff for a mod and it got deformed, it created a dummy cube with the name M4 and the deformed mesh changed to object001, the mod in question was one that replaced the M4. is there any fix?

  • 4 months later...
  • 3 weeks later...
On 3/17/2024 at 7:41 AM, Strs said:

i have seen people attach fire or smoke particle to ped skin how to do that gta sa

If it´s really about particle then you just need to add 2dfx effect particle to the ped model. Not sure if this script here has suport for 2dfx, but my defenetly has.

If it´s really about particle then you just need to add 2dfx effect particle to the ped model. Not sure if this script here has suport for 2dfx, but my defenetly has.

 

i look for gta sa 3ds max script but it was gta3 do you hvae script for gta sa 3ds max ? 

 

 

and i didn't knew there was script for 3ds max for gta  i thought only kams script was doing all stuff

54 minutes ago, Strs said:

If it´s really about particle then you just need to add 2dfx effect particle to the ped model. Not sure if this script here has suport for 2dfx, but my defenetly has.

 

i look for gta sa 3ds max script but it was gta3 do you hvae script for gta sa 3ds max ? 

 

 

and i didn't knew there was script for 3ds max for gta  i thought only kams script was doing all stuff

Have you read the very first post in that thread? My script suports GTA III, VC and SA, similar like Kams script does. There are defenetly more tools for 3ds max to work with GTA formats then just Kams script.

14 hours ago, Strs said:

can you give me your latest script for 3ds max? i need to attack particles to peds skin for gta sa

In this post you can find the download link. All you need to do is create helper 2dfx particle, select the right type of particle for it and link to the model.

7 hours ago, Strs said:

i don't see helper 2dfx here can you please make short video or screenshot how to do it it will be great help 

 

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First you need to start my dffio script. Then select Helper

 

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and there GTA 2dfx

 

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now you can create GTA Particle

 

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you can select the name of the particle from the avaible ones

 

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  • 4 weeks later...
EgasVegas

If someone is also tired of the constant ctrl+c ctrl+v names in coll io for the name of the collision and the file itself, as well as the constant selection of the model in the collision mesh graph, then I added the "fast export" button, where everything is done automatically, just select the desired object.

spacer.png

Download: https://drive.google.com/file/d/1Uqkkwc1sbJmQXuqxIqAq9d_Gjj7mBzpJ/view?usp=sharing

  • Like 2
  • 2 weeks later...
AriaMan_RUS

Hello from 2007! :)

Not shure if someone is still supporting this tool, but I need some help. 

Im trying to use bump map in GTA Material. The bump is only black and white. Export settings are "Bump only" without reflections. Without DK integration. The model is fully transparent in the game. Does someone know what is the mistake? Max 2020, last scripts update from GF. 

Thank you.

  • 2 weeks later...
On 5/31/2024 at 9:02 PM, OriginalCranky said:

Anyone else not able to import different clumps from CJ's body? Using the newest version of Kams and 3ds 2017, and it's just greyed out for me.
 image.png.8df9114f23d1bd97bdd8f4441ed2709a.png

+1, it doesn't let me choose clumps unlike the original Kam's scripts. I assume it had some errors and had to be left out for another time :( perhaps it's still somewhere in the script's code, just commented out

  • 2 weeks later...
On 6/7/2024 at 11:08 PM, Tut. said:

+1, it doesn't let me choose clumps unlike the original Kam's scripts. I assume it had some errors and had to be left out for another time :( perhaps it's still somewhere in the script's code, just commented out

here

 

  • 2 weeks later...
On 4/12/2023 at 7:12 PM, Einheit-101 said:

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.

DetachBySmoothingGroups unwelds the seams at smoothing group boundaries. That's NOT the same thing as making smoothing groups "active". If you can't see your smoothing groups after export, then possibly your mesh has explicit normals (reset with Edit Normals modifier). The problem with Kams 2018 dff_io is it unwelds ped models by UV island. Kams original doesn't do any of that. To this day, the original is the only plugin I know of that produces a decent ped model. 2018 is better for vehicles, scenery, animations, etc..

On 6/29/2024 at 4:56 PM, E2001 said:

DetachBySmoothingGroups unwelds the seams at smoothing group boundaries. That's NOT the same thing as making smoothing groups "active". If you can't see your smoothing groups after export, then possibly your mesh has explicit normals (reset with Edit Normals modifier). The problem with Kams 2018 dff_io is it unwelds ped models by UV island. Kams original doesn't do any of that. To this day, the original is the only plugin I know of that produces a decent ped model. 2018 is better for vehicles, scenery, animations, etc..

I partially agree with using the original Kam's scripts for skins, but my reasoning isn't smooth/shading related but rather that Goldfish's scripts has some mesh/UV issues (apart from also having a few other issues existing in Kam's scripts).

However, The Hero's plugin is very reliable for just about any type of DFF. The only two issues I have encountered are:

  • skinned meshes are handled correctly, but if the skinned mesh was exported by an exporter that handles skinned meshes incorrectly, then The Hero's plugin imports it incorrectly as well (even with conversion option enabled in import settings). I have yet to investigate this further and look for a fix to this
  • world objects that have damage parts (like street lights, fences) have _l0 affix in their model name when imported to Max because the internal mesh name is named different from the DFF file which doesn't have _l0 affix

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