Einheit-101 Posted April 19, 2020 Share Posted April 19, 2020 This bug still exists: https://imgur.com/a/Ly9EY0P UV coordinates of exported objects get messed up in some situations... To fix it, i have to export to OBJ first, then re-import it to 3ds max and then export that OBJ to DFF. I have another DFF exporter that does not suffer from this issue, but that one completely forgets texture entries. Is it possible to fix this bug? Its really old and annoying, thanks. Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071182181 Share on other sites More sharing options...
El'azar Posted April 20, 2020 Share Posted April 20, 2020 10 hours ago, Einheit-101 said: This bug still exists: https://imgur.com/a/Ly9EY0P UV coordinates of exported objects get messed up in some situations... To fix it, i have to export to OBJ first, then re-import it to 3ds max and then export that OBJ to DFF. I have another DFF exporter that does not suffer from this issue, but that one completely forgets texture entries. Is it possible to fix this bug? Its really old and annoying, thanks. This bug is because of the model format. 3ds max uses a different .obj. I believe its gw? You need to ensure that the .obj you used is not exported from 3ds max but exported from noesis or another software using wavefront obj Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071182849 Share on other sites More sharing options...
breant55 Posted April 20, 2020 Share Posted April 20, 2020 On 4/5/2020 at 6:41 PM, 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 sir in new secripts bug,,,we cant resize if we resize we save is will save originel size,,,,, automatcly......its problum no in old secripts may be i am use 3ds max 2013 may be youy 3ds max suport this .i was try i hpe goldfish soon fix Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071183139 Share on other sites More sharing options...
Tut. Posted April 20, 2020 Share Posted April 20, 2020 3 hours ago, breant55 said: sir in new secripts bug,,,we cant resize if we resize we save is will save originel size,,,,, automatcly......its problum no in old secripts may be i am use 3ds max 2013 may be youy 3ds max suport this .i was try i hpe goldfish soon fix It's not a bug, it's just how Max is intended to work. If your scale values are not 100, 100, 100, they will scale back to those values. Say, your model scale is 6, 6, 6, the model will scale back to 100, 100, 100 on export. See my post: https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-21112019/?do=findComment&comment=1071161688 komet163 1 Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071183299 Share on other sites More sharing options...
komet163 Posted April 20, 2020 Share Posted April 20, 2020 @Tut Greco since you seem like a professional, can you take a look at this? The position of the model didn't save BUT the rotation is spot-on. What do I do here- move the pivot? Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071183326 Share on other sites More sharing options...
Tut. Posted April 20, 2020 Share Posted April 20, 2020 2 hours ago, a bad day said: @Tut Greco since you seem like a professional, can you take a look at this? The position of the model didn't save BUT the rotation is spot-on. What do I do here- move the pivot? Moving the pivot seems like the correct answer yes. Nevertheless, I suggest you create a new thread surrounding the problem if you don't resolve it now. komet163 1 Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071183508 Share on other sites More sharing options...
Einheit-101 Posted April 22, 2020 Share Posted April 22, 2020 On 4/20/2020 at 2:11 AM, El'azar said: This bug is because of the model format. 3ds max uses a different .obj. I believe its gw? You need to ensure that the .obj you used is not exported from 3ds max but exported from noesis or another software using wavefront obj That cant be, rwio exports objects with correct UVs, only KAMS messes everything up. I need to export the object with rwio, import it with KAMS and then apply material to it and export it again with KAMS in order to avoid any bug. Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071186290 Share on other sites More sharing options...
Siva12 Posted April 24, 2020 Share Posted April 24, 2020 On 10/11/2018 at 8:57 AM, santosvagos said: Look like the script only works on 3ds max 2009 , 2012 and 2017 . I am using 3ds max 2014 whenever i import Gta sa DFF files and export them by bone/skin export . The skins mess up in the game even i do nothing to them I have also the same problem. Did you try any other version? Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071187936 Share on other sites More sharing options...
Siva12 Posted April 24, 2020 Share Posted April 24, 2020 (edited) On 10/11/2018 at 8:57 AM, santosvagos said: Edited April 24, 2020 by Siva12 Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071187951 Share on other sites More sharing options...
Cybers Posted April 29, 2020 Share Posted April 29, 2020 (edited) EDIT FOR ALL PPL WHO READ THIS, SKIN EXPORT FIXED 100% BY USING THIS VERSION OF KAMS SCRIPT : https://www.gtagarage.com/mods/show.php?id=9172 I'M USING 3DS MAX 2021 THANK YOU. Spoiler Seriously really need help, i hope this community is still alive, this is make me headache.. So i swap the body from another skin. Its completely perfect, all rigged, all bones attached as u can see the image, all just perfect It's done.. so i export to dff using "Bone/Skin Export" Button in Kams script and import it to gta3.img and this happend... just like all bone is broken or dissapear Spoiler okay then maybe something wrong when i was export the skin, lets recheck it.. so i re-import my rigged skin to 3ds max But the bone attached perfectly. As u can see in this image Spoiler Must be something wrong with this sh*t. Then i try to re-rexport original skin (before rigged by me) without change anything, without touch anything, just completely original re-export. BOOM! How could the size different with original file and the bone broken when in-game. This is my 3ds max problem or Kams script? Or Kams script really dont work with 3ds max 2021? Spoiler I hope someone can help me, thanks Edited April 29, 2020 by Cybers Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071193310 Share on other sites More sharing options...
gold_fish Posted May 6, 2020 Author Share Posted May 6, 2020 On 4/29/2020 at 9:52 AM, Cybers said: EDIT FOR ALL PPL WHO READ THIS, SKIN EXPORT FIXED 100% BY USING THIS VERSION OF KAMS SCRIPT : https://www.gtagarage.com/mods/show.php?id=9172 I'M USING 3DS MAX 2021 THANK YOU. Hide contents Seriously really need help, i hope this community is still alive, this is make me headache.. So i swap the body from another skin. Its completely perfect, all rigged, all bones attached as u can see the image, all just perfect It's done.. so i export to dff using "Bone/Skin Export" Button in Kams script and import it to gta3.img and this happend... just like all bone is broken or dissapear Reveal hidden contents okay then maybe something wrong when i was export the skin, lets recheck it.. so i re-import my rigged skin to 3ds max But the bone attached perfectly. As u can see in this image Hide contents Must be something wrong with this sh*t. Then i try to re-rexport original skin (before rigged by me) without change anything, without touch anything, just completely original re-export. BOOM! How could the size different with original file and the bone broken when in-game. This is my 3ds max problem or Kams script? Or Kams script really dont work with 3ds max 2021? Reveal hidden contents I hope someone can help me, thanks Sorry, I have not tested the script in recent versions 3ds max. I recommend checking this in the 3ds max 2009 Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071201254 Share on other sites More sharing options...
gold_fish Posted May 7, 2020 Author Share Posted May 7, 2020 (edited) On 4/19/2020 at 4:38 PM, Einheit-101 said: This bug still exists: https://imgur.com/a/Ly9EY0P UV coordinates of exported objects get messed up in some situations... To fix it, i have to export to OBJ first, then re-import it to 3ds max and then export that OBJ to DFF. I have another DFF exporter that does not suffer from this issue, but that one completely forgets texture entries. Is it possible to fix this bug? Its really old and annoying, thanks. still have a problem? If you can, please send me this model in a personal message. It is advisable to send me the whole scene max (.max) trying to figure it out Edited May 7, 2020 by gold_fish Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071202532 Share on other sites More sharing options...
Einheit-101 Posted May 12, 2020 Share Posted May 12, 2020 I will give you a model that is affected by this bug as soon as i can. Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071207963 Share on other sites More sharing options...
XG417 Posted May 12, 2020 Share Posted May 12, 2020 Right, so is there any explanation as to why this happens every time I export a model? And this is what happens when I tried using the "Fix Models Pivot" or "Align Pivot to Center" Read through the previous comments but I can't seem to find a solution for this Swift reply would be appreciated, thanks Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071208202 Share on other sites More sharing options...
gold_fish Posted May 12, 2020 Author Share Posted May 12, 2020 2 hours ago, XG417 said: Right, so is there any explanation as to why this happens every time I export a model? And this is what happens when I tried using the "Fix Models Pivot" or "Align Pivot to Center" Read through the previous comments but I can't seem to find a solution for this Swift reply would be appreciated, thanks Did you re-export the original model? What changes did you make on this model? Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071208282 Share on other sites More sharing options...
XG417 Posted May 12, 2020 Share Posted May 12, 2020 (edited) Only thing I really wanted to do is to give it proper SA Reflections and your script is my only option right now So yeah, the only thing I did after upgrading to your script was add the UV2 and then exported it All the dummies and parts are in their proper places 13 minutes ago, gold_fish said: Did you re-export the original model? You mean I imported the original DFF, made adjustments then exported again? No, this was straight from a .max file. I export a new .dff every time --------------------------------------------------------------------------------------------------- EDIT: I'll take this opportunity to say that this doesn't happen in the original script Edited May 12, 2020 by XG417 Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071208287 Share on other sites More sharing options...
gold_fish Posted May 12, 2020 Author Share Posted May 12, 2020 16 minutes ago, XG417 said: Only thing I really wanted to do is to give it proper SA Reflections and your script is my only option right now So yeah, the only thing I did after upgrading to your script was add the UV2 and then exported it All the dummies and parts are in their proper places You mean I imported the original DFF, made adjustments then exported again? No, this was straight from a .max file. I export a new .dff every time --------------------------------------------------------------------------------------------------- EDIT: I'll take this opportunity to say that this doesn't happen in the original script Try to import the original model, then immediately export it back to dff and check in the game Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071208296 Share on other sites More sharing options...
XG417 Posted May 12, 2020 Share Posted May 12, 2020 Okay, it seems to work when it's done that way, all parts in one piece and everything. But why can't I just do it when I'm creating a new .dff? Seems inefficient when I have to Export the model with the original Kams script to keep the parts intact, then import the dff then export it again with your script so I can apply the Reflections ( Do excuse me for not knowing much, I've just recently begun to do vehicle mods after all ) Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071208312 Share on other sites More sharing options...
gold_fish Posted May 12, 2020 Author Share Posted May 12, 2020 (edited) 2 hours ago, XG417 said: Okay, it seems to work when it's done that way, all parts in one piece and everything. But why can't I just do it when I'm creating a new .dff? Seems inefficient when I have to Export the model with the original Kams script to keep the parts intact, then import the dff then export it again with your script so I can apply the Reflections ( Do excuse me for not knowing much, I've just recently begun to do vehicle mods after all ) Never use the pivot fix and reset x form on the vehicle and any parts of the vehicle Edited May 12, 2020 by gold_fish Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071208472 Share on other sites More sharing options...
XG417 Posted May 12, 2020 Share Posted May 12, 2020 1 hour ago, gold_fish said: Never use the pivot fix and reset x form on the vehicle and any parts of the vehicle What you said gave me an idea - I used Align Pivot to Center on the meshes that went rogue, and it works! I was able to create a .dff with all parts intact! That's one problem solved Now the only remaining problem I have with the export script is that it doesn't preserve Hierarchy. I kind of need that for VehFuncs to work properly Here, I'll show you what I mean Spoiler This is the Hierarchy in my 3DS Max, and the way I wanted it to be when it exports. Notice how the f_class is there at the very top within the chassis_dummy tree. Due to how VehFuncs works, this node needs to be on top of everything Upon Exporting and opening it with DFF Viewer, the Hierarchy is completely turned upside-down, with f_class being at the bottom To prove that it's not the fault of DFF Viewer, here's the same car but exported using the original Kams Script: Perhaps you can add this back to your script? Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071208653 Share on other sites More sharing options...
gold_fish Posted May 13, 2020 Author Share Posted May 13, 2020 (edited) 14 hours ago, XG417 said: What you said gave me an idea - I used Align Pivot to Center on the meshes that went rogue, and it works! I was able to create a .dff with all parts intact! That's one problem solved Now the only remaining problem I have with the export script is that it doesn't preserve Hierarchy. I kind of need that for VehFuncs to work properly Here, I'll show you what I mean Hide contents This is the Hierarchy in my 3DS Max, and the way I wanted it to be when it exports. Notice how the f_class is there at the very top within the chassis_dummy tree. Due to how VehFuncs works, this node needs to be on top of everything Upon Exporting and opening it with DFF Viewer, the Hierarchy is completely turned upside-down, with f_class being at the bottom To prove that it's not the fault of DFF Viewer, here's the same car but exported using the original Kams Script: Perhaps you can add this back to your script? Isn't the hierarchy order reversed in the old kams script in the same way? How many more objects should have their order in the hierarchy besides f_class? I’ll think about this problem, please leave your contacts for quick contact with you about this issue (Facebook, discord, telegram) Edited May 13, 2020 by gold_fish Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071209420 Share on other sites More sharing options...
XG417 Posted May 13, 2020 Share Posted May 13, 2020 43 minutes ago, gold_fish said: Isn't the hierarchy order reversed in the old kams script in the same way? Not as far as I know The last picture I showed you was exported with the old kams script, sorted in 3DS Max by Ascending Age Try it for yourself with the original script, export a .dff while sorting the hierarchy in different ways 45 minutes ago, gold_fish said: How many more objects should have their order in the hierarchy besides f_class? I’ll think about this problem, please leave your contacts for quick contact with you about this issue (Facebook, discord, telegram) It's really just f_class that needs to be on top, everything else that needs its function stays below it, and all others don't matter My Discord: XG417#8833 gold_fish 1 Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071209444 Share on other sites More sharing options...
Tut. Posted May 16, 2020 Share Posted May 16, 2020 I have tested your script with Max 2021 and it imports as expected. I haven't tested it thoroughly, but it looks to work just fine. Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071213299 Share on other sites More sharing options...
Einheit-101 Posted May 16, 2020 Share Posted May 16, 2020 I cannot send you private messages for some reason (Must be another strange forum restriction), so i post a simple model here. https://www.dropbox.com/s/87357f7t9byedsx/pistol.zip?dl=0 It is a pistol that will be very messed up when exporting it with your KAMs script. Just export and re-import it and you will see this: https://imgur.com/a/kU9kyHw I hope you can fix it with my help. Thanks in advance. Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071214121 Share on other sites More sharing options...
gold_fish Posted May 17, 2020 Author Share Posted May 17, 2020 (edited) 3 hours ago, Einheit-101 said: I cannot send you private messages for some reason (Must be another strange forum restriction), so i post a simple model here. https://www.dropbox.com/s/87357f7t9byedsx/pistol.zip?dl=0 It is a pistol that will be very messed up when exporting it with your KAMs script. Just export and re-import it and you will see this: https://imgur.com/a/kU9kyHw I hope you can fix it with my help. Thanks in advance. please save under the older version, I have max version 2014. Edited May 17, 2020 by gold_fish Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071214229 Share on other sites More sharing options...
Einheit-101 Posted May 17, 2020 Share Posted May 17, 2020 I updated the archive, it contains now a 2014 .max file! Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071214971 Share on other sites More sharing options...
gold_fish Posted May 18, 2020 Author Share Posted May 18, 2020 (edited) ----------------------------------------------------------------------------------------------------- UPDATE v 0.3.6 added: - checkbox 'Mesh Fix', necessary if polygons are mixed after exporting the model fixed: - 2DFX setup interface - export of materials - minor fixes and updates to the script code - [EMAPTool] added more decimal places to model coordinates when exporting to IPL Additionally: - added the script 'Vehicle Scale Helper' in the GTA Tools menu (script for changing the scale of transport) - Added a script 'Object Explode' in the GTA Tools menu (script for dividing the landscape into even parts) download https://drive.google.com/open?id=1hjKlZzNjxilEBfDGrSIN2iJF-1xSwVxU or https://yadi.sk/d/DQMt4tMM3TTV5e ----------------------------------------------------------------------------------------------------- On 5/17/2020 at 2:50 AM, Einheit-101 said: I cannot send you private messages for some reason (Must be another strange forum restriction), so i post a simple model here. https://www.dropbox.com/s/87357f7t9byedsx/pistol.zip?dl=0 It is a pistol that will be very messed up when exporting it with your KAMs script. Just export and re-import it and you will see this: https://imgur.com/a/kU9kyHw I hope you can fix it with my help. Thanks in advance. Download and install the new version of the script https://drive.google.com/drive/folders/1hjKlZzNjxilEBfDGrSIN2iJF-1xSwVxU and try to export the model with the checkbox "Mesh fix" Edited May 18, 2020 by gold_fish komet163, Tut., Retired and 1 other 4 Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071215400 Share on other sites More sharing options...
xiaogui319 Posted May 19, 2020 Share Posted May 19, 2020 (edited) https://snipboard.io/SZcgKy.jpg This cannot be used on 3ds max2021 Edited May 19, 2020 by xiaogui319 Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071216322 Share on other sites More sharing options...
gold_fish Posted May 19, 2020 Author Share Posted May 19, 2020 1 hour ago, xiaogui319 said: https://snipboard.io/SZcgKy.jpg This cannot be used on 3ds max2021 Try to run 3d max as administrator Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071216352 Share on other sites More sharing options...
Einheit-101 Posted May 19, 2020 Share Posted May 19, 2020 You fixed the bug!! I can now export the pistol perfectly fine and surely all other models affected by this bug. What did cause it? What is a mixed polygon? Link to comment https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-08092024/page/8/#findComment-1071217216 Share on other sites More sharing options...
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