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


gold_fish
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Fiammanera628

Hello,

I am new on GTA San Andreas modding, and I did a car modl only when I install it with GTA Garage mod Manager looks perfect, but when I load the car with car spawner, it crash instantly or, instead, it bloks (don't freeze) itself in the car spawner menu, and don't letting me doing anything that cloase the game.

 

I work with 3ds Max 2019 and the v0.3.7 of gold_fish's script.

 

Can someone help me, please?

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20 hours ago, Fiammanera628 said:

Hello,

I am new on GTA San Andreas modding, and I did a car modl only when I install it with GTA Garage mod Manager looks perfect, but when I load the car with car spawner, it crash instantly or, instead, it bloks (don't freeze) itself in the car spawner menu, and don't letting me doing anything that cloase the game.

 

I work with 3ds Max 2019 and the v0.3.7 of gold_fish's script.

 

Can someone help me, please?

 


Are you replacing a car or adding a new one? And how did you export it from 3dmax, did you add colision to the car? (specified in the script interface)

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MARWANE1908

Hi, I am experimenting with making a standalone game from gta sa map, and to convert this map into a game engine I used Kam's Max Scripts but I had these issues in buildings, houses and in many designs on the map. Is there a practical solution to this problem without wasting time? And in the event that there is no quick solution so there is no problem with a solution that takes a lot of time, please help and thank you

Pictures are the problem :

https://drive.google.com/file/d/15OB8S2vYGf5gQ-T2jjYrIdjgifRfs_n5/view?usp=sharing

 

https://drive.google.com/file/d/1b2MWF11-uFQNeVgnLnDXSM_7PPhQE5kx/view?usp=sharing

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On 6/29/2021 at 7:22 PM, MARWANE1908 said:

Hi, I am experimenting with making a standalone game from gta sa map, and to convert this map into a game engine I used Kam's Max Scripts but I had these issues in buildings, houses and in many designs on the map. Is there a practical solution to this problem without wasting time? And in the event that there is no quick solution so there is no problem with a solution that takes a lot of time, please help and thank you

Pictures are the problem :

https://drive.google.com/file/d/15OB8S2vYGf5gQ-T2jjYrIdjgifRfs_n5/view?usp=sharing

 

https://drive.google.com/file/d/1b2MWF11-uFQNeVgnLnDXSM_7PPhQE5kx/view?usp=sharing

 

No access

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On 7/2/2021 at 2:16 PM, MARWANE1908 said:

 

I think this is not a problem, rather a feature of the GTA SA map, black polygons can be double polygons (this is not a bug) or 3dmax does not correctly display polygon smoothing, this can be fixed by selecting all polygons of the model and generate smoothing groups automatically (auto button)

Edited by gold_fish
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Hi, After Col export is so large, is there a tool to compress the size?

Edited by Meng Fan
typo
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On 7/4/2021 at 6:44 AM, Meng Fan said:

Hi, After Col export is so large, is there a tool to compress the size?

 

256 per axis? Probably your model is very large, in GTA the limit is 255 units in the dimensions of the model, in this case you need to cut the model

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These tools are simply amazing, it makes working with many objects much faster 🤩 thanks a lot gold_fish

 

I have 3 suggestions/improvements that I think would be very helpful:

 

1) The ability to import IDs from a list written to a .txt file or 3ds max itself.  In this way the user chooses with precision the IDs that he wants to use in his map.

12313231321.PNG

 

2) Add an option to increase or decrease the brightness when copying the color of a vertex.  Currently you can only increase or decrease the contrast of the object, something that is not very useful

(2 models to example).

232323.PNG

 

3) A converter from RW/KAM to standard material (and vice versa) would be very useful since there are many scripts that only work with standard materials.  GIMS Evo has an option like this but it doesn't work that well and installing GIMS just for this function is a hassle.

213232323.PNG

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On 7/6/2021 at 4:46 AM, Weaita said:

Add an option to increase or decrease the brightness when copying the color of a vertex.  Currently you can only increase or decrease the contrast of the object, something that is not very useful

(2 models to example).

 

Is that what you mean?

74cb426c281cb110.JPG

* sat it's brightness

* value it's contrast

?

Edited by gold_fish
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On 7/5/2021 at 12:06 AM, gold_fish said:

 

256 per axis? Probably your model is very large, in GTA the limit is 255 units in the dimensions of the model, in this case you need to cut the model

Thank you

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On 7/7/2021 at 11:00 AM, gold_fish said:

 

Is that what you mean?

74cb426c281cb110.JPG

* sat it's brightness

* value it's contrast

?

Mmmm Value looks like the brightness for me but yes, a way to make the model more dark

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  • 1 month later...

Hello, is there a tutorial on making collisions using Kam's? 
Thing is, I can generate a .col file of the whole model, but I want to leave some parts out. There are a few small items that don't require collisions but I don't know how to exclude them from the generated .col. 

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I am facing issue when trying to import fat,skinny, normal cj.. the multi clup import seems to be greyed out I cant use it whatsoever pls help

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in latest version when Exporting vehicles with Normals option on it takes 100 years to export can you fix that ? old Kams script works well 

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In latest versions, when I exporting vehicles and tested it. Why the car paint looks flat? is there any way to fix it?

 

Edit : nvm, I found a way to fix it the next day.

Edited by KiloRyu
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  • 2 weeks later...

--spinner ISc "Import Scale: " fieldwidth:42 range:[0,100,SPscale] align:#right

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

Can this line of code be added and used?

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Could you put an options for the import materials to use the texture name instead of creating GTA_Mtl over and over??? please

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8 hours ago, Alien31 said:

Could you put an options for the import materials to use the texture name instead of creating GTA_Mtl over and over??? please

Hi Alien31 I'm curious, why do you need this?

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On 9/10/2021 at 8:04 AM, Tut98 said:

Hi Alien31 I'm curious, why do you need this?


It's for an external project, i know GTA doesn't use mat names, but most stuff, like Unity, UE4, or Blender do use mats names, same for .FBX exports,
i don't know if there's a way to pick the materials that use a specific textures, and rename them myself, i need it, they can't be GTA_Mtl or Standard over and over, they must use their names...

Also do you have discord?

Edit: i solved my issue, one of my friends did a script for me.

Edited by Alien31
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5 hours ago, F_act said:

in 3ds max

https://imgur.com/a/xQcU5WA

in game

https://imgur.com/a/auDoJ6R

 

how to fix this?

 

It could be one of many things!

  • Vertex illumination for some of the faces are full white, meaning the texture will appear completely white
  • Not all of the light's faces has the correct texture applied or their UV's are not unwrapped correctly
  • Some sort of Z-fighting issue

You can also try exporting with UV-fix, Mesh-fix or breaking all of your UV vertices by adding an Unwrap UVW modifier and going into UV editor.

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8 hours ago, Tut98 said:

You can also try exporting with UV-fix, Mesh-fix or breaking all of your UV vertices by adding an Unwrap UVW modifier and going into UV editor.

 

that's allready apply these fix before exporting, in 3ds max it's fine, when in game the uv look broken 

 

Edited by F_act
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  • 3 weeks later...
On 9/14/2021 at 9:08 AM, F_act said:

 

that's allready apply these fix before exporting, in 3ds max it's fine, when in game the uv look broken 

 

I discovered this bug early on. This is because the total amount of UV coordinates exceeds the number of vertices, and the excess part is not exported, resulting in UV loss.
solution:
For a non-skinned model, you can first export the model to OBJ format, and then import it. The OBJ export will automatically fill in the data according to the number of UVs. At this time, the number of UVs and vertices are equal, and the export dff will not go wrong.
For the skin model, exporting the OBJ will lose the skin data, and it may be necessary to re-bind the bones.

Edited by Leeao
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  • 2 weeks later...
On 9/29/2021 at 7:30 PM, Leeao said:

For a non-skinned model, you can first export the model to OBJ format, and then import it. The OBJ export will automatically fill in the data according to the number of UVs. At this time, the number of UVs and vertices are equal, and the export dff will not go wrong.

ok, its worked
thank : )

 

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  • 2 weeks later...

is it only me or ? why ([REL] KAM's GTA Scripts (2018) / UPD: 31.05.2020) don't export that I change skin size  ? other old one from gtagarage works well and its weird that old kams don't import skin I have to use new script to import skin and for export old one works 🙄 and yes when I try to export vehicles with normals it takes like 1 to 2 hours please fix in future its a awesome script but I am unsatisfied now :( I hope you get time to think and do something about it and yes thanks for this wonderful script 

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  • 3 weeks later...
On 10/23/2021 at 4:08 AM, Strs said:

is it only me or ? why ([REL] KAM's GTA Scripts (2018) / UPD: 31.05.2020) don't export that I change skin size  ? other old one from gtagarage works well and its weird that old kams don't import skin I have to use new script to import skin and for export old one works 🙄 and yes when I try to export vehicles with normals it takes like 1 to 2 hours please fix in future its a awesome script but I am unsatisfied now :( I hope you get time to think and do something about it and yes thanks for this wonderful script 

Hi Strs, after changing a model's scale value, always reset transforms/scale in Hierarchy panel.

If your models take a while to export, maybe consider optimizing your models - chances are they will not only take long to export but also cause performance issues for the players using the mod.

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