El'azar Posted November 26, 2019 Share Posted November 26, 2019 (edited) when I export my skin.dff the textures are messed up, but when I use the ped spec.asi the textures are fixed but i want to add normal maps to it and ped spec + normal maps dont work. https://imgur.com/a/422JIqg Edited November 26, 2019 by El'azar Link to comment Share on other sites More sharing options...
El'azar Posted November 26, 2019 Share Posted November 26, 2019 (edited) Just testing out versions of this script above 3.1 and skins export with weird textures. https://imgur.com/a/YXlLxps idk about these stuff but maybe its cause the MMC option was removed?  Edited November 26, 2019 by El'azar Link to comment Share on other sites More sharing options...
Tut. Posted November 27, 2019 Share Posted November 27, 2019 17 hours ago, El'azar said: Just testing out versions of this script above 3.1 and skins export with weird textures. https://imgur.com/a/YXlLxps idk about these stuff but maybe its cause the MMC option was removed?  I think MMC stands for Modulate Material Color (of which purpose lies within I have no idea), the issue with the export looks like a case of UV's being incorrectly exported Link to comment Share on other sites More sharing options...
cj2000 Posted November 28, 2019 Share Posted November 28, 2019 22 hours ago, Tut Greco said: I think MMC stands for Modulate Material Color (of which purpose lies within I have no idea), the issue with the export looks like a case of UV's being incorrectly exported MMC is defenetly not a flag that should be set by the user during export. The MMC flag is set automatically if one of meshs materials is textured and has a color walue!=(255, 255, 255, 255). Tut. and gold_fish 2 Link to comment Share on other sites More sharing options...
gold_fish Posted December 1, 2019 Author Share Posted December 1, 2019 (edited) note (!) If you mix materials after exporting the model when exporting, tick the checkbox "UV pack" Â Â Â @El'azar try to tick the checkbox "UV pack" Edited December 1, 2019 by gold_fish Link to comment Share on other sites More sharing options...
El'azar Posted December 9, 2019 Share Posted December 9, 2019 On 12/1/2019 at 7:23 AM, gold_fish said: note (!) If you mix materials after exporting the model when exporting, tick the checkbox "UV pack" Â Â Â @El'azar try to tick the checkbox "UV pack" it works thank you Link to comment Share on other sites More sharing options...
breant55 Posted December 16, 2019 Share Posted December 16, 2019 On 11/22/2019 at 7:38 PM, gold_fish said: I just fixed the import of models with a multiclump, initially the script doesn’t load them, and activates the multiclump re-import mode, which must be done manually for each dff, but I corrected a little code to automatically ignore other types of clumps except for the one containing the model itself ( later can add the import of the animation itself uv) sir thank you for your this hardworr for gta sa maping in 3ds max...but sir can you sugess me whats about texturs whre i download texturs an dff. Link to comment Share on other sites More sharing options...
gold_fish Posted December 16, 2019 Author Share Posted December 16, 2019 4 hours ago, breant55 said: sir thank you for your this hardworr for gta sa maping in 3ds max...but sir can you sugess me whats about texturs whre i download texturs an dff. what problems do you have with this? Link to comment Share on other sites More sharing options...
KaizerHind Posted December 17, 2019 Share Posted December 17, 2019 I have this same error, what is the solution?    On 26/3/2018 at 22:05, Gmer said: Spoiler  Recibo [Error]: escribir geometrÃa, cuando estoy tratando de exportar un modelo originalmente exportado con KAMS anteriores usando esto.   No realicé cambios en 3DS en el modelo, solo que esta fue mi primera prueba de importación y exportación con su versión actualizada de KAMS. Los antiguos kams pueden hacer esta misma operación, ahora mismo, en el mismo modelo, sin problemas. Después de eliminar el error, el .DFF generado tiene un tamaño de 2,07 KB. ¿Algun consejo?  Editar: parece que no se produce un error cuando no selecciono el .DFF como colisión como lo intenté. SolÃa skip col y funciona, pero aún asà ... Edit2: incluso con omitir col, aunque el error desapareció, el modelo generado está dañado, porque GTA no puede cargarlo ... y aproximadamente 60kb menos de tamaño (como perder algo)  tal vez esto pueda ayudarte a descubrir qué falta en la exportación o qué sale mal, gold_fish:  volcado del árbol de la sección del modelo de trabajo original RWAnalyze: https://pastebin.com/KUvGiBbX volcado del modelo skip-col exportado que GTA no puede cargar: https://pastebin.com/hVXBJVNq    A_Xz 1 Link to comment Share on other sites More sharing options...
gold_fish Posted December 17, 2019 Author Share Posted December 17, 2019 3 hours ago, ZaikerHind said: I have this same error, what is the solution? Â Â Â Â Do you have a problem exporting a vehicle or object? Link to comment Share on other sites More sharing options...
KaizerHind Posted December 17, 2019 Share Posted December 17, 2019 1 hour ago, gold_fish said: Do you have a problem exporting a vehicle or object? Â When I try to export a skin, I have the following error, and the skin is perfectly fine. Link to comment Share on other sites More sharing options...
breant55 Posted December 18, 2019 Share Posted December 18, 2019 On 12/16/2019 at 4:50 PM, breant55 said: sir thank you for your this hardworr for gta sa maping in 3ds max...but sir can you sugess me whats about texturs whre i download texturs an dff. sir all peoples set txd folder for before import ipl... and dff... my qustion... wherre i find this all txd and dff for use 3ds max gta sa mapping requird... Link to comment Share on other sites More sharing options...
breant55 Posted December 18, 2019 Share Posted December 18, 2019 On 12/16/2019 at 4:50 PM, breant55 said: sir thank you for your this hardworr for gta sa maping in 3ds max...but sir can you sugess me whats about texturs whre i download texturs an dff. sir i realy very sorry  i am ask wrong qustion to you.... sir i wana ask whats requid for gta sa mapping in 3ds max please sir anser here as make a video about that . Link to comment Share on other sites More sharing options...
El'azar Posted December 18, 2019 Share Posted December 18, 2019 (edited) On 12/1/2019 at 7:23 AM, gold_fish said: note (!) If you mix materials after exporting the model when exporting, tick the checkbox "UV pack" Â Â Â @El'azar try to tick the checkbox "UV pack" I'm having this problem with another model. I checked UV Pack and it looks the same. Â Edited December 18, 2019 by El'azar Link to comment Share on other sites More sharing options...
sabaru Posted January 9, 2020 Share Posted January 9, 2020 (edited) Hello. I installed the latest version of the script and when I try to run the MAP IO script I get this message. How to fix it? Â Â Â Edited January 9, 2020 by sabaru Link to comment Share on other sites More sharing options...
Strs Posted January 20, 2020 Share Posted January 20, 2020 guys someone knows why is this happening https://imgur.com/QKfUoEQ i use kam's script from here i am using 3dsmax 2020 Link to comment Share on other sites More sharing options...
cj2000 Posted January 23, 2020 Share Posted January 23, 2020 On 1/20/2020 at 5:18 PM, Strs said: guys someone knows why is this happening https://imgur.com/QKfUoEQ i use kam's script from here i am using 3dsmax 2020 I think to know what the problem could be, the root node seems to have rotation, but at least the old Kams script has always ignored that rotation, don´t know if gold_fish has fixed this problem. Link to comment Share on other sites More sharing options...
xiaogui319 Posted January 29, 2020 Share Posted January 29, 2020 No Kam envelope tools? Link to comment Share on other sites More sharing options...
xiaogui319 Posted February 20, 2020 Share Posted February 20, 2020 (edited) export dff Prompt this window  http://  my use This one script Will not appear error,http://www.ukscifi.net/gtatools/Kams-Scripts-0.7%5BAdopted%5DX-Seti.rar The dff version of export is GTAVC Edited February 20, 2020 by xiaogui319 Link to comment Share on other sites More sharing options...
breant55 Posted April 2, 2020 Share Posted April 2, 2020 On 11/26/2019 at 8:04 PM, El'azar said: when I export my skin.dff the textures are messed up, but when I use the ped spec.asi the textures are fixed but i want to add normal maps to it and ped spec + normal maps dont work. https://imgur.com/a/422JIqg sir this version no supppt resize please fix this.... thank you for your hard work. Link to comment Share on other sites More sharing options...
komet163 Posted April 5, 2020 Share Posted April 5, 2020 hey can anyone help me? im pretty new to this, and i tried to import a csgo gun into 3ds. i then exported it without changing the export settings then i imported it back into 3ds, and it came out huge. did i miss a step here? the red wireframe is the exported DFF, the highlighted model is the raw file (.smd) or is it anything wrong with the source files https://drive.google.com/open?id=14hhPkvjxSaou5MGwboNdNHkr5QyuXabr  here's the dff so you can check it out (well, if you care) https://drive.google.com/open?id=1yMNuEV7gaJ8uaoZw0SuQR3XRgLmjOgkL  tia Link to comment Share on other sites More sharing options...
xiaogui319 Posted April 5, 2020 Share Posted April 5, 2020 21 minutes ago, a bad day said: hey can anyone help me? im pretty new to this, and i tried to import a csgo gun into 3ds. i then exported it without changing the export settings then i imported it back into 3ds, and it came out huge. did i miss a step here? the red wireframe is the exported DFF, the highlighted model is the raw file (.smd) or is it anything wrong with the source files https://drive.google.com/open?id=14hhPkvjxSaou5MGwboNdNHkr5QyuXabr  here's the dff so you can check it out (well, if you care) https://drive.google.com/open?id=1yMNuEV7gaJ8uaoZw0SuQR3XRgLmjOgkL  tia Please use Kam‘s max Scripts 2009 version https://www.gtagarage.com/mods/show.php?id=9172  Or attach the old vertex https://drive.google.com/open?id=1xMEpFmX--HJmrV-8x4cKxKo79m4RCcS1 komet163 1 Link to comment Share on other sites More sharing options...
komet163 Posted April 6, 2020 Share Posted April 6, 2020 11 hours ago, xiaogui319 said: Please use Kam‘s max Scripts 2009 version https://www.gtagarage.com/mods/show.php?id=9172  Or attach the old vertex https://drive.google.com/open?id=1xMEpFmX--HJmrV-8x4cKxKo79m4RCcS1 i installed the 2009 version and it partially worked. the size is perfect, but the rotation is off. also, with that dff you sent, it had some cubes (i don't know what those are, and what you are talking about, what are old vertices?) i imported them to gta sa and the gun just disappeared, plus, I can run! I then deleted the cubes and the gun appeared in-game, but it's black, and the rotation didn't get saved too. the textures were working a while ago, though, and now it all just got to this point. Link to comment Share on other sites More sharing options...
xiaogui319 Posted April 6, 2020 Share Posted April 6, 2020 (edited) 15 hours ago, a bad day said: 我安装了 2009 版本,它部分工作。The size is perfect but the rotation is closed. In addition, with the dff you sent, it has some cubes (I don't know what those are, what are you talking about, what are the old vertices?) I imported them into gta sa, and the gun disappeared. In addition, I can run away! Then I deleted the cube and the gun appeared in the game, but it was black and the rotation was not saved. However, texture began to work some time ago, and now everything is at this point. The format I exported is VC The original SA AK model, Import into 3ds, delete the extra vertices, leaving only one vertex to attach to the ak model Edited April 6, 2020 by xiaogui319 Link to comment Share on other sites More sharing options...
komet163 Posted April 7, 2020 Share Posted April 7, 2020 13 hours ago, xiaogui319 said: The format I exported is VC The original SA AK model, Import into 3ds, delete the extra vertices, leaving only one vertex to attach to the ak model I did that And now, the rotation is still not right, and the gun just became grey lol i dont think there is something wrong with the textures, because it worked fine before. it is definitely the model Link to comment Share on other sites More sharing options...
Tut. Posted April 7, 2020 Share Posted April 7, 2020 The reason you're attaching the new model to an existing model is resetting the scale.  The right way is using 'Reset xForm' or resetting scale in Hierarchy panel. Doing the former method may also mess up materials and normals. https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-3517352E-F61C-4713-B1A7-E46D297A1DFA-htm.html  Simply create a new standard material and assign your rifle texture to the bitmap slot. As for the rotation, load in AK47 from gta3.img if you want to mimic the exact rotation. komet163 and xiaogui319 2 Link to comment Share on other sites More sharing options...
komet163 Posted April 9, 2020 Share Posted April 9, 2020 (edited) On 4/7/2020 at 5:04 PM, Tut Greco said: The reason you're attaching the new model to an existing model is resetting the scale.  The right way is using 'Reset xForm' or resetting scale in Hierarchy panel. Doing the former method may also mess up materials and normals. https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-3517352E-F61C-4713-B1A7-E46D297A1DFA-htm.html  Simply create a new standard material and assign your rifle texture to the bitmap slot. As for the rotation, load in AK47 from gta3.img if you want to mimic the exact rotation. Okay, I did the resetxform, and the scale and rotations were perfect. The position is still not right though, also, are the materials supposed to look like this? Edited April 9, 2020 by a bad day I quite don't get the materials part. xiaogui319 1 Link to comment Share on other sites More sharing options...
sigit1994 Posted April 14, 2020 Share Posted April 14, 2020 how do i install this script to my 3ds max? Link to comment Share on other sites More sharing options...
komet163 Posted April 14, 2020 Share Posted April 14, 2020 3 hours ago, sigit1994 said: how do i install this script to my 3ds max? simply copy the scripts folder to your 3ds max directory. Link to comment Share on other sites More sharing options...
sigit1994 Posted April 14, 2020 Share Posted April 14, 2020 owh owh... i found it. thanks komet163 1 Link to comment Share on other sites More sharing options...
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