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gold_fish

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

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El'azar

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 by El'azar

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El'azar

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 by El'azar

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Tut Greco
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

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cj2000
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).

  • Like 2

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gold_fish

note (!)

If you mix materials after exporting the model

ZR4eC50d4KA.jpg

when exporting, tick the checkbox "UV pack"

 

bKgaiPWgVyE.jpg

 

 

@El'azar try to tick the checkbox "UV pack"

Edited by gold_fish

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El'azar
On 12/1/2019 at 7:23 AM, gold_fish said:

note (!)

If you mix materials after exporting the model

ZR4eC50d4KA.jpg

when exporting, tick the checkbox "UV pack"

 

bKgaiPWgVyE.jpg

 

 

@El'azar try to tick the checkbox "UV pack"

it works thank you :)

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breant55
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.

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gold_fish
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?

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ZaikerHind

I have this same error, what is the solution?

 

  

On 26/3/2018 at 22:05, Gmer said:
Spoiler

 

Recibo [Error]: escribir geometría, cuando estoy tratando de exportar un modelo originalmente exportado con KAMS anteriores usando esto.

 

9HmBH9p.png

 

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. Solía skip col y funciona, pero aún así ...

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

 

 

 

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gold_fish
3 hours ago, ZaikerHind said:

I have this same error, what is the solution?

 

  

 

Do you have a problem exporting a vehicle or object?

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ZaikerHind
1 hour ago, gold_fish said:

Do you have a problem exporting a vehicle or object?

 

When I try to export a skin, I have the following error, and the skin is perfectly fine.

79316547_1443635699146004_6231067299529359360_n.png

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breant55
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...

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breant55
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 .

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El'azar
On 12/1/2019 at 7:23 AM, gold_fish said:

note (!)

If you mix materials after exporting the model

ZR4eC50d4KA.jpg

when exporting, tick the checkbox "UV pack"

 

bKgaiPWgVyE.jpg

 

 

@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.

 

Edited by El'azar

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sabaru
Posted (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?

 

cosjpg_qanpppa.jpg

 

 

Edited by sabaru

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Strs

guys someone knows why is this happening https://imgur.com/QKfUoEQ i use kam's script from here i am using 3dsmax 2020

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cj2000
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.

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xiaogui319

No Kam envelope tools?

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