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


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Einheit-101

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.

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

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)

huge-model-how-to-fix.png

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

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

 

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. 👍

Einheit-101
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.

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?

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.

Screenshot-2020-04-29-15-48-23-242-com-r

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

1.png

 

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

2.jpg

 

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

2.png

 

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

3.png

 

I hope someone can help me, thanks

 

Edited by Cybers
gold_fish
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.

Screenshot-2020-04-29-15-48-23-242-com-r

  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

1.png

 

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

2.jpg

 

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

2.png

 

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

3.png

 

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

gold_fish
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 by gold_fish

Right, so is there any explanation as to why this happens every time I export a model?

 

uZGHdsi.png

 

And this is what happens when I tried using the "Fix Models Pivot" or "Align Pivot to Center"

 

boANULf.png

 

 

Read through the previous comments but I can't seem to find a solution for this

Swift reply would be appreciated, thanks

 

2 hours ago, XG417 said:

Right, so is there any explanation as to why this happens every time I export a model?

 

uZGHdsi.png

 

And this is what happens when I tried using the "Fix Models Pivot" or "Align Pivot to Center"

 

boANULf.png

 

 

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?

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 by XG417
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

CK5qfF4.png

 

 

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 )

2 hours ago, XG417 said:

CK5qfF4.png

 

 

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 by gold_fish
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

FS8zsrD.png

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

 

Ko79v0W.png

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:

tXTCroL.png

 

Perhaps you can add this back to your script?

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

FS8zsrD.png

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

 

Ko79v0W.png

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:

tXTCroL.png

 

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 by gold_fish
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

Einheit-101

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.

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 by gold_fish

-----------------------------------------------------------------------------------------------------

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 by gold_fish

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