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gold_fish

[REL] KAM's GTA Scripts (2018) / UPD: 21.11.2019 /

Recommended Posts

gold_fish

IuEgLO53bKI.jpg

 

 

Updated and improved version of KAM's scripts.

Based on the original Kam's scripts.

This script was tested in 3ds max 2009 and 2012, 2017 and 2020

Complete with the script there is a fixed and updated GTA Material

 

Download the latest version of the script

https://yadi.sk/d/DQMt4tMM3TTV5e

or

https://drive.google.com/open?id=1hjKlZzNjxilEBfDGrSIN2iJF-1xSwVxU

 

 

 

Changes and updates:

 

- - - - - - - - - - - [ DFF IO ] - - - - - - - - - - - - - - - - -

 

What was added:

 

(28.10.2019)
- choice of material before you import the DFF (GTAMat or standard)

 

(17.03.2018)

- mass import and export DFF's

- import / export Night prelight

- import / export Vertex Alpha

- import / export UV2 channel

- import / export 2dfx (only light sources)

- optional interface for configuring 2dfx

- additional locking dff (new)

 

(23.03.2018)

- import / export Bump maps

- import / export Dual maps

- import / export Normal Map and Reflection (Adaptation for Normal map Plugin from DK)

- auto-save the interface settings DFF IO after each change

 

 

What's been fixed:

 

(20.11.2019)
 - import of multiclamp models (with clump UV Anim section)
 - other minor code fixes and improvements

 

(28.10.2019)
- import 2dfx (fixed a critical bug)
- import map IO texture extension
- UPDATED map IO script and improved its compatibility with the latest version of the DFF importer
- updated script interface
- other minor code fixes and improvements

 

(01.09.2019)
 = compatibility with MAP IO

 

(17.03.2018)

- exporting a hierarchy of models

- export of normals

- import of color from light sources 2dfx

 

(23.03.2018)

- export models of characters

- importing a model hierarchy

- general script code repair

 

 

Additionally:

(20.11.2019)
 - added checking the dimensions of the model before exporting to the script of mass export of collisions in CST(export_steve_col_script.ms)
 

- added more warnings and tips when exporting

- added export log ( F11 listener)

- updated and improved script interface

- added optional UV2 coordinate compression

- added additional tools to work with the model

- added progress-bar and fixed script freezes

- added default settings for exporting prelite

- added menu GTA tools scripts in the top menu bar 3ds max

( 2M7fMmk3duU.jpg)

 

 

- - - - - - - - - - - [ Map IO ] - - - - - - - - - - - - - - - - -

 

 

What was added:

 

(20.11.2019)
 - added mass IPL import
 - added import of map models with any (custom) texture extension
 - added the ability to select model material when importing
 - added binary ipl import (when importing, you must specify the path to gta.dat of your mod / game)
 - added the ability to select IPL sections for import (you need to put a checkmark in front of the desired section)
 - added the ability to fake map import (instead of map models, planes will be created)
 - added button to launch EMAPTool script of the ice version, designed for easy export of map mapping to IPL / IDE
 - added a detailed log when importing a map
 - added progress bar when importing map
 - added statistics of loaded map mapping
 - the script code has been improved, now it is more likely that the script will not crash due to an error, but will issue warnings in the log (F11) and continue its work
 - added more warnings and tips to help identify most of the errors on the part of the user
 - EMAPTool officially became part of the KAM script and is located in the '/ scripts / GTA_Tools (GF) /' folder (it is recommended to check for an update of this script in the VK office of the script author group)
 

 

What's been fixed:

(20.11.2019)
 - improved and redesigned script interface
 - improved and revised map import code
 - fixed import of multi-clamp models (with clump UV Anim section)
 - fixed the problem when import was stopped due to incorrect IPL / mapping
 - IPL import with comments has been fixed (all comments in Cyrillic should be at the beginning of the file BEFORE the INST section!)

 

U_H3txmDBbY.jpg

 

rajCxzT7WY4.jpg

 

 

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

 

Additional utilities:

 

- Prelit Tools

trNEv5jmAq8.jpg

 

the script for mass configuration prelite

 

- Fix models pivot

script for mass alignment of the pivot position of the model to integer coordinates before exporting the mapping

 

- Align pivot to center

script for mass equalization of pivot in the center

 

- Col Export (mass)

script for mass export of col (cst)

 

[COL IO] - not changed

[iFP IO] - not changed

 

 

 

Authors

=========================

 

- 19.12.05 -
Kam, Odie, Pioneer

 

Official post on the forum: http://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/

 

 

- 17.03.2018 -

Goldfish - [email protected] / https://vk.com/vk.goldfish

 

Updating the script: 20.11.2019 (v 0.3.5)

 

For questions and suggestions, write here (support): https://vk.com/topic-99725313_37821803

 

 

=================================================================

CQn0PiFQrS8.jpg

 

 

Script features:

 

ddmg94vOMKI.jpg

 

EI4NBr5cztM.jpg

 

Edited by gold_fish
script update

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cj2000

What about impot/export for breakable?

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gold_fish

What about impot/export for breakable?

If there are ready-made examples and descriptions of the structure, then there are no problems

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cj2000

 

What about impot/export for breakable?

You have a PM.

If there are ready-made examples and descriptions of the structure, then there are no problems

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Grinch_

is still stable or may contan bugs?

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gold_fish

is still stable or may contan bugs?

may contain errors, but I correct them right away

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Grinch_

Capture.PNG

A little bug there.Both are png type.I think one should be tga.

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gold_fish

Capture.PNG

A little bug there.Both are png type.I think one should be tga.

 

Correction of this script was done by another person. You can easily return the old script from the kams script.

 

By the way, I wrote my version of map io. It exports only IPL (inst) and IDE (objs), but is able to automatically locate and export the lods, so the script automatically assigns the ID to all objects

 

The interface of the script.

 

2DMKc.png

 

The script usage instructions are only available in Russian, but I think the interface is friendly and understandable.

 

Link https://yadi.sk/d/jDZAMlhv3H8qu8

Edited by gold_fish

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Tut Greco

Will it at some point support smoothing of import and export? It's something I've been missing a lot! :catloaf:

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Gmer

I'm getting [Error]: write geometry, when im trying to export a model originally exported with older KAMS using this.

 

9HmBH9p.png

 

I made no changes in 3DS to the model, just this was my first test import & export with your updated KAMS version.

The old kams can do this same operation, right now, on the same model, without problems. After clicking away the error, the outputted .DFF is 2,07KB in size.

Any tips?

 

Edit: seems it doesn't error when i dont select the .DFF as collision like i tried. I used skip col and works, but still...

Edit2: even with skip col, altho the error is gone, the model outputted is corrupted , because GTA cannot load it.. and about 60kb less in size (like missing something)

 

maybe this can help you find out what is missing on export or what goes wrong, gold_fish:

 

original working model RWAnalyze section tree dump: https://pastebin.com/KUvGiBbX

dump of the broken exported skip-col model that GTA cannot load in: https://pastebin.com/hVXBJVNq

Edited by Gmer

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gold_fish

 

original working model RWAnalyze section tree dump: https://pastebin.com/KUvGiBbX

dump of the broken exported skip-col model that GTA cannot load in: https://pastebin.com/hVXBJVNq

Could you give this model or the max scene in PM?

Edited by gold_fish

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gold_fish

Will it at some point support smoothing of import and export? It's something I've been missing a lot! :catloaf:

Import can not be fixed, because the mesh of the model in dff is cut in parts, because of which the model does not smooth out in 3d max, as it would be desirable.

 

smoothing after export has already been fixed and depends on the smoothing groups. If you assign one smoothing group to all polygons, then in the game everything will also be smoothed by one group

Edited by gold_fish

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Vadim M.

Thanks for these tools!

 

I know about one pesky bug with Vice City ped models. If I want to use "IFP IO", the model doesn't show up. Is it possible to fix?

KQW1sdFm.png

Edited by Vadim M.

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gold_fish

Thanks for these tools!

 

I know about one pesky bug with Vice City ped models. If I want to use "IFP IO", the model doesn't show up. Is it possible to fix?

KQW1sdFm.png

may be...

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Tut Greco

It'd be sweet if a function to import/export particles was to be added to the script. I'm already using the light import/export, it's extremely convenient compared to exporting the data and adding it through RW analyze.

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Dante from DMC Series

Finally

An update for this tool.

Edited by Delatom

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MrVicho13

It would be extremely useful if you add UV Animation support (Export and Import), is really painful to manually delete UV Anim sectors for each DFF.

Edited by MrVicho13

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HalfwayOrb

See here:

 

 

Maybe a bug?

 

Edited by HalfwayOrb

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masterbutt_angrycat

hey guys , sorry for bump , but i wonder if it can export alpha blend textures model or not ? , yeah , the previous verson can't export alpha blend textures and i stuck that problems for a years to do project make something cool for sa's map

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gold_fish
On 6/12/2018 at 3:21 PM, masterbutt_angrycat said:

hey guys , sorry for bump , but i wonder if it can export alpha blend textures model or not ? , yeah , the previous verson can't export alpha blend textures and i stuck that problems for a years to do project make something cool for sa's map 

Vertex alpha only

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Tut Greco
49 minutes ago, gold_fish said:

Vertex alpha only

is vAlpha where you have white and black colors that you can paint onto your mesh to draw paths between a stone and a grass texture?

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gold_fish
6 hours ago, Tut Greco said:

is vAlpha where you have white and black colors that you can paint onto your mesh to draw paths between a stone and a grass texture? 

Yes

 

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cj2000
On 6/16/2018 at 4:28 PM, gold_fish said:

Vertex alpha only

And what about Night vertex alpha?

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cj2000
On 6/16/2018 at 5:18 PM, Tut Greco said:

is vAlpha where you have white and black colors that you can paint onto your mesh to draw paths between a stone and a grass texture?

You know any model using it?

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Tut Greco
1 hour ago, cj2000 said:

You know any model using it?

I don't , searched around and believe it's only compatible with GTA and not MTA. I can't confirm it however.

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gold_fish
On 6/20/2018 at 5:36 PM, cj2000 said:

And what about Night vertex alpha?

Alpha is written in the day and night prelit, if night is on

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MrDadosz

Can you add collision material like GTA COL Surface from Kam's script 2005?

https://i.imgur.com/74S8ovn.png

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gold_fish
1 hour ago, MrDadosz said:

Can you add collision material like GTA COL Surface from Kam's script 2005?

https://i.imgur.com/74S8ovn.png

Sorry, I forgot to add it to the kit. Simply you need to manually add the GTA_COLplugin.ms script to the startup folder

(You can find it in the old version of the kams script)

2HPZ8.png

Edited by gold_fish

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MrDadosz

Thank you. Now I can make models without crash every 3 minutes.

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MrDadosz

There's another problem. If you export DFF, script will save model to 0,0,0 position but if you export COL, script will get current model collision instead of 0,0,0. Can you fix this?

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