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gold_fish

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

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gold_fish
Posted (edited)
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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Einheit-101

"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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gold_fish
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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Mister Karate

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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gold_fish
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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Mister Karate
11 minutes ago, gold_fish said:

Send me this dff in PM which cannot be imported

ok i send it 👍

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Mister Karate

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

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gold_fish
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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Mister Karate
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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Einheit-101
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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deltaCJ

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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Einheit-101

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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Mister Karate
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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