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[REL] KAM's GTA Scripts (2018) / UPD: 31.05.2020 /


gold_fish
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On 7/18/2020 at 9:31 PM, breant55 said:

but old welding are working

polygons can be exported separately if the polygon has a different smoothing group,  this dff exporter also separates polygons by smoothing group, just adjust them

 

 

On 7/20/2020 at 9:27 PM, turret001 said:

something like, whenever you load a model, 3ds finds its .txd, exports all pngs and uses them. however, I already exported every .png from every .txd ever so it's not a problem for me anymore!

this is a common problem, many textures can overwrite each other between different txd, there is no universal way to assign a specific texture to a specific model, you need to load textures and pieces of the map in turn, there will most likely be no other way, especially since modding is already decline

Edited by gold_fish
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  • 3 weeks later...

"Mesh_fix" increases file size by almost Factor 2. Is it possible to "fix" only the parts of the mesh that get messed up while exporting?
It is definitely not a problem of the 3D model itself. As soon as i remove the problematic areas of my model, the bug moves to another location and messes the mesh up there.
So i only have 2 choices, a f*cked up mesh or a mesh that is twice the size that it should be... I guess thats because "mesh_fix" does un-weld the UV vertices, for whatever reason. Or maybe the problem is something different.

Edited by Einheit-101
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6 hours ago, Einheit-101 said:

"Mesh_fix" increases file size by almost Factor 2. Is it possible to "fix" only the parts of the mesh that get messed up while exporting?
It is definitely not a problem of the 3D model itself. As soon as i remove the problematic areas of my model, the bug moves to another location and messes the mesh up there.
So i only have 2 choices, a f*cked up mesh or a mesh that is twice the size that it should be... I guess thats because "mesh_fix" does un-weld the UV vertices, for whatever reason. Or maybe the problem is something different.

You probably have a complex unfolding on the model, as a rule, a large model size is normal, later I will explain how you can compress the model data

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Hello everyone, nice to greet you all, query for gold_fish, I have 3d max 2021 and I run it as Administrator, when I want to import a .DFF it does not load the 3D model. Note: SCRIPT KAM's_GTA_Scripts_Upd_by_GF_v0.3.7 + Update ui_2dfx.ms  -  I tried it with: Animation - IFP IO - Import DFF  and  DFF IO - Import DFF.   I look forward to your response and thank you very much!

Example 1  Example 2

Edited by Mister Karate
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1 hour ago, Mister Karate said:

Hello everyone, nice to greet you all, query for gold_fish, I have 3d max 2021 and I run it as Administrator, when I want to import a .DFF it does not load the 3D model. Note: SCRIPT KAM's_GTA_Scripts_Upd_by_GF_v0.3.7 + Update ui_2dfx.ms  -  I tried it with: Animation - IFP IO - Import DFF  and  DFF IO - Import DFF.   I look forward to your response and thank you very much!

Example 1  Example 2

Send me this dff in PM which cannot be imported

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57 minutes ago, Mister Karate said:

I tried send for PM but I get a warning "You are allowed to send 0 message per day"  😦  but no problem, this is the model I cant open

LINK 3D MODEL

I imported without problems, you are most likely using outdated scripts, download new scripts from the link from the first post in this thread

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8 hours ago, gold_fish said:

I imported without problems, you are most likely using outdated scripts, download new scripts from the link from the first post in this thread

yes this is posible, I download the KAM's_GTA_Scripts_v0.3.7 from page 9, I'm going to download from the first post! Thank you  :D

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On 8/11/2020 at 8:59 AM, gold_fish said:

a large model size is normal,

It does not look so, because i have a model with only 1 bug that has only ~half the size of the "mesh_fix" model:

URMI6O8.png



As we can see, both models are almost completely identical. The bugged one, on the right, has that horizontal metal beam. Both have 11752 vertices. The bugged mesh has 661 Kilobytes, the "mesh_fix" model has 1170 Kilobytes. And the only difference is that horizontal metal beam that is not supposed to be there. For comparison: "rwio" exports the model correctly and it has 723 Kilobytes. Something must be fishy here. I can send you this model if you want. 

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I think your problem is having wayyyyyyy too many vertices. Having too many verts usually lead to model (and collision) problems. I don't know how most of these "Ultra HD Cars" with almost 30,000 verts get exported to game.

Edited by deltaCJ
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That is wrong, of course there is a vertex limit but trust me, i have very small models that get messed up and i have very big models that get exported just fine. And "mesh_fix" manages to export literally everything, its problem is just the unnecessary doubled file size. As i said, rwio exports just fine with only 723kb and goldfish's KAMS *could* be even smaller, 661kb, but with a small model bug.

Lets see what goldfish can tell us about it, he said that he will explain later.

Edited by Einheit-101
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19 hours ago, gold_fish said:

I imported without problems, you are most likely using outdated scripts, download new scripts from the link from the first post in this thread

Thanks gold_fish! I did what you suggested and it worked perfect! now I can create modify and continue creating 3D models in GTA SA!  😃

 

Edited by Mister Karate
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Hi mate, sorry to bother you.
I'm not sure to understand one thing, when i want to import a custom IPL with -1 for LOD INDEX (because the object has no lod attach to it) it doens't work. 
Does that mean i need to put random LOD INDEX (i'm not sure how about it works).
Thanks for answering. 

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On 8/16/2020 at 10:03 AM, Loverdose said:

Hi mate, sorry to bother you.
I'm not sure to understand one thing, when i want to import a custom IPL with -1 for LOD INDEX (because the object has no lod attach to it) it doens't work. 
Does that mean i need to put random LOD INDEX (i'm not sure how about it works).
Thanks for answering. 

if you want to import a model without lod, put -1 at the end of the line

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5 hours ago, skatefilter5 said:

how can i attach skeleton bones to skin model   ? I'm using 2010 version

Look for lessons in skin rigging, I'm not familiar with this

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@Akiri

 

1.) Your problem seems to be with the model, but is it just 1 face? Try using a box.

2.) Please don't spam "Help me Please!" nobody likes those guys, and more likely to not help you.

3.) If you added a model and the sky "flickering" continues, remove the model and see if the problem has been solved.

4.) I'm looking at this video in 30fps and it's not flickering, but when I set it to 1080p 60fps it starts to flicker. Check if you have frame limiter off.

5.) Make sure to have Silent Patch and Widescreen Fix, not mandatory but overall fix most graphical errors.

 

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6 hours ago, deltaCJ said:

@Akiri

 

1.) Your problem seems to be with the model, but is it just 1 face? Try using a box.

2.) Please don't spam "Help me Please!" nobody likes those guys, and more likely to not help you.

3.) If you added a model and the sky "flickering" continues, remove the model and see if the problem has been solved.

4.) I'm looking at this video in 30fps and it's not flickering, but when I set it to 1080p 60fps it starts to flicker. Check if you have frame limiter off.

5.) Make sure to have Silent Patch and Widescreen Fix, not mandatory but overall fix most graphical errors.

 

Silent Patch and Widescreen Fix already installed,it's the model flickering not sky.

I will try to replace it with a box,thank you so much for replying! 

 

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7 hours ago, deltaCJ said:

@Akiri

 

1.) Your problem seems to be with the model, but is it just 1 face? Try using a box.

2.) Please don't spam "Help me Please!" nobody likes those guys, and more likely to not help you.

3.) If you added a model and the sky "flickering" continues, remove the model and see if the problem has been solved.

4.) I'm looking at this video in 30fps and it's not flickering, but when I set it to 1080p 60fps it starts to flicker. Check if you have frame limiter off.

5.) Make sure to have Silent Patch and Widescreen Fix, not mandatory but overall fix most graphical errors.

 

I replace it with a box but still flicker。

and it flickers at any fps🤔

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1 minute ago, Akiri said:

I replace it with a box but still flicker。

and it flickers at any fps🤔

Maybe it's the texture you're using, does it flicker with any other texture? 

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5 minutes ago, deltaCJ said:

Maybe it's the texture you're using, does it flicker with any other texture? 

yes,I changed texture and it still flickers.

5 minutes ago, deltaCJ said:

Maybe it's the texture you're using, does it flicker with any other texture? 

yes,I changed texture and it still flickers.

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10 minutes ago, deltaCJ said:

Hm, interesting. I do not know what the problem may be then, sorry.

It's OK bro,no need to sorry.

seems like making neon is unreasonablely hard..

10 minutes ago, deltaCJ said:

Hm, interesting. I do not know what the problem may be then, sorry.

It's OK bro,no need to sorry.

seems like making neon is unreasonablely hard..

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is there support for SA direct 2.0 so the model i export dont become polys, especially i trying to set all most of the textures to .jpeg its still poly.

https://imgur.com/qBootrM

https://imgur.com/UjVSHg5

https://imgur.com/kFlUMOp

oh one more thing how can you get the lighting  for the skin, like everyone else that has shades. I'm still using your latest one in 2010 3dmax

Edited by skatefilter5
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1 hour ago, skatefilter5 said:

is there support for SA direct 2.0 so the model i export dont become polys, especially i trying to set all most of the textures to .jpeg its still poly.

https://imgur.com/qBootrM

https://imgur.com/UjVSHg5

https://imgur.com/kFlUMOp

oh one more thing how can you get the lighting  for the skin, like everyone else that has shades. I'm still using your latest one in 2010 3dmax

press the Normals button before exporting

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On 8/20/2020 at 2:40 AM, gold_fish said:

press the Normals button before exporting

K, i have another problem, I whenever I move or rotate the model, the bones don't follow, how can i fix this? 

 

Look 

https://imgur.com/ZL8xYap

 

and second, the bone to his legs didn't align right. I angle the bones to fix but the leg from the model keeps pushing away from the bones , i couldn't enable to figure how to fix it.

 

https://imgur.com/7K8Laba

https://imgur.com/7K8Laba

 

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