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


gold_fish

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1 hour ago, Tut Greco said:

@gold_fish when exporting models without any modifiers stacked it exports 100%.

 

when exporting with vertex colors (illum+color) it outputs [Error] : write geometry and then the model exported is broken and can't be loaded into game. any idea how to solve this problem? 

 

when collapsing the vertex color and illum modifiers, it exports well, but model still gets corrupted. thus i must go back to my backup .max file.

 

fixed by reopening the max file and reassigning vertex paint 

strangely you do export)

 

I have been using my script for a long time, including with the prelite and all successfully without a single error

 

before exporting, collapse all modifiers in the modifier stack, convert to editable poly and then export your model

 

You can throw off the scene with the model, I will check the export, but only if your stage version is not higher than 2014 max (2009 is better)

Edited by gold_fish
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40 minutes ago, santosvagos said:

Does anyone here know why the place just lights up after exporting ?? I don't know why this white light appear after exporting . ( note that i don't do anything to file . I just export the original file of the game ) please help !!
https://imgur.com/bVpwjqU
https://imgur.com/bVpwjqU

 

To save the original prelite SA, load the model with the cam script 2018, then export it with the pressed buttons of prelit, the export should be done with the following settings:

iCJgjJV.png

 

if after export the prelite is not preserved anyway, then please send me the log of your export (F11 key) and the max scene with the finished model that you export to DFF

Edited by gold_fish
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https://imgur.com/J0hDP8q
https://imgur.com/X6AbYkx
Applying your setting , it turns out like this but i think there is a very interesting thing i wonder if you know anything about this .
After exporting the model , i found it broken as you can see in these pics so i decided to import it again  and export it with the same setting as yours one more time . The model turns to be normal . Weird right ?? Here is the log as well .
 


=====================================
:           DFF Export LOG          :
=====================================

 = info =
   geometry: 1
   light:22
   dummy: 0

   [1] Object001
     Verts: 1665  Tris: 834
     - Light
     - UV1
     - Vertex Color
     - Night Vertex Color
     - 2dfx: light (22)
     write data..
     data writed

file:D:\Unity\btoland2_las.dff exported!
 

Edited by santosvagos
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5 hours ago, santosvagos said:

https://imgur.com/J0hDP8q
https://imgur.com/X6AbYkx
Applying your setting , it turns out like this but i think there is a very interesting thing i wonder if you know anything about this .
After exporting the model , i found it broken as you can see in these pics so i decided to import it again  and export it with the same setting as yours one more time . The model turns to be normal . Weird right ?? Here is the log as well .
 


=====================================
:           DFF Export LOG          :
=====================================

 = info =
   geometry: 1
   light:22
   dummy: 0

   [1] Object001
     Verts: 1665  Tris: 834
     - Light
     - UV1
     - Vertex Color
     - Night Vertex Color
     - 2dfx: light (22)
     write data..
     data writed

file:D:\Unity\btoland2_las.dff exported!
 

you probably accidentally shifted the model relative to the center, try to load the original model again with a script and straight away export it back

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8 hours ago, gold_fish said:

you probably accidentally shifted the model relative to the center, try to load the original model again with a script and straight away export it back

 Thank you i really appreciate your help !!! 

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On 12/23/2018 at 12:57 AM, gold_fish said:

you probably accidentally shifted the model relative to the center, try to load the original model again with a script and straight away export it back

Sorry if i spammed but i do really need your help. When i apply new texture , no matter how many time i import and re-export the model still remains the same . 
https://imgur.com/X6AbYkx

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7 hours ago, santosvagos said:

Sorry if i spammed but i do really need your help. When i apply new texture , no matter how many time i import and re-export the model still remains the same . 
https://imgur.com/X6AbYkx

you probably didn't completely change the texture. Look at whether the changed texture is displayed on the render in 3ds max.

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8 hours ago, gold_fish said:

you probably didn't completely change the texture. Look at whether the changed texture is displayed on the render in 3ds max.

I don't know why but your script work like a charm with other map models except the ones i 've  been asking you . Thank you so much for your time and help !!! i really appreciate it .

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Guys I have very strange problem. It´s been a while since I last used 3ds Max, but now I got new computer and decided try again.

 

Now whenever I try to show/hide the texture, it just goes black and the button (2) just stops working

ZT0CPIO.jpg

Interestingly though when I render, everything is correct again...

 

Also I have both 2012 and 2016 versions installed and it happens exactly the same thing on both...

 

I think it has something to do with the GTA Material, because when I use the "Standard" in the material editor it works as supposed to...

 

Also I should mention, I get this error when I open my old scenes

2l4fZv8.jpg

Edited by _F_
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  • 4 weeks later...

Sup guys, im a total noob at scripting in 3ds and also at modding in gta sa, i would like to make some changes to some gta cars but i have a problem which im sure you guys can solve quickly. Im able to import model into 3ds but when i export it (im sure im doing something wrong there since its asking me for collisions etc which i have no idea about), i just click random buttons and when i manage to do it, my game crashes after adding this "model", ofc after seeing it ingame/opening garage with it inside. Could someone write for me a quick tutorial step by step what to do to export car model correctly?

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So ive came across this tutorial 

 i did everything what was said there expect the fact that GTAnos script is most likely outdated and it gave me an error, im stuck guys, please show me the way

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On 12/31/2018 at 1:17 PM, _F_ said:

Guys I have very strange problem. It´s been a while since I last used 3ds Max, but now I got new computer and decided try again.

 

Now whenever I try to show/hide the texture, it just goes black and the button (2) just stops working 

ZT0CPIO.jpg

Interestingly though when I render, everything is correct again...

 

Also I have both 2012 and 2016 versions installed and it happens exactly the same thing on both... 

 

I think it has something to do with the GTA Material, because when I use the "Standard" in the material editor it works as supposed to...

 

Also I should mention, I get this error when I open my old scenes 

2l4fZv8.jpg

Try to reinstall the script, and judging by the screenshot you are using RW material, try another GTA material.

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So ive run into another issue.. ive managed to export my car, but ingame it looks super white, doesnt have engine sounds, makes kicking noises which come with weird bonnet bouncing up and down. Any idea what is it and how to fix it?

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1 hour ago, CJisMyBitchh said:

So ive run into another issue.. ive managed to export my car, but ingame it looks super white, doesnt have engine sounds, makes kicking noises which come with weird bonnet bouncing up and down. Any idea what is it and how to fix it?

 Heres video showcasing my problem

The BMW looked fine (beside weird suspension bug as in 2nd infernus), after importing and exporting with kams in 3ds it simply become matte.

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@CJisMyBitchh make sure to set the ambient value at 0.5 or 0.4, i might be mistaken, it could be the diffuse value... either way, that's what causes the over exposure. try get the material of a R* model and then replicate it onto your custom model :)

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33 minutes ago, Tut Greco said:

@CJisMyBitchh make sure to set the ambient value at 0.5 or 0.4, i might be mistaken, it could be the diffuse value... either way, that's what causes the over exposure. try get the material of a R* model and then replicate it onto your custom model :)

Thanks for response! My ambient,diffuse etc values are at normal level (like you said 0.5 and 1.0), i thought that this was a problem aswell but thats not the case (if it is tho then it has to be script folder or im exporting it wrongly). Could you explain what that means " try get the material of a R* model and then replicate it onto your custom model " i cant really understand what do you mean by that. Whats R* model?

I've fixed no engine audio issue, i just had to add some lines to gtasa_vehicleAudioSettings.cfg which i completely forgot about.

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Turns out radio issue, engine sound issue, weird kicking noises and suspension bounces were occuring because of lack of sound lines in gtasa_vehicleAudioSettings.cfg,  now my only issue is this ugly matte color on the car. When i export occlusion from certain model do i need that box looking thing and that huge sphere? Or only little collision spheres+shadow+collision mesh?

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Ok so i figured that R* means (rockstar). Im using original infernus model from gta3.img so everything is set up properly. Its either a glitch with importing or exporting or im doing something really wrongly and i still dont know what that thing is.

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1 hour ago, CJisMyBitchh said:

Ok so i figured that R* means (rockstar). Im using original infernus model from gta3.img so everything is set up properly. Its either a glitch with importing or exporting or im doing something really wrongly and i still dont know what that thing is. 

If you take any original model of transport from GTA3. Img and import it into 3Ds max through kam scripts and export it to the game without changing it, the model should not lose its material settings

@ CJisMyBitchh   Have you made any changes to the model material?

@ CJisMyBitchh 

Before exporting, set up the script settings as in this screenshot.

 

mYkrig5YNKE.jpg

 

If the model will be white again, please pass your model to me.

Edited by gold_fish
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15 minutes ago, gold_fish said:

If you take any original model of transport from GTA3. Img and import it into 3Ds max through kam scripts and export it to the game without changing it, the model should not lose its material settings

@ CJisMyBitchh   Have you made any changes to the model material?

@ CJisMyBitchh 

Before exporting, set up the script settings as in this screenshot.

 

mYkrig5YNKE.jpg

 

If the model will be white again, please pass your model to me.

Thank you so much for response! I did not make any changes, i wanted to learn how to use kams scripts properly first. From what i can see now i havent checked normals and VC/NVC settings are different. Ill export with exact settings as you provided and will let you know in about 10 minutes.

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3 hours ago, CJisMyBitchh said:

It didnt work, heres link for models after exporting, they are pure clean from gta3.img imported and then exported. Im using 3dsmax 2017.
https://drive.google.com/open?id=1ZSyru6g59V5A7OkPgmVsCttofqowqn2o

Thank you for your attention, the error was confirmed, I will correct it, as I finish, I will post a new version of the script.

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7 hours ago, gold_fish said:

Thank you for your attention, the error was confirmed, I will correct it, as I finish, I will post a new version of the script.

Im very thankful for your interest and help, ill wait for update then.

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On 1/23/2019 at 8:44 AM, CJisMyBitchh said:

Sup guys, im a total noob at scripting in 3ds and also at modding in gta sa, i would like to make some changes to some gta cars but i have a problem which im sure you guys can solve quickly. Im able to import model into 3ds but when i export it (im sure im doing something wrong there since its asking me for collisions etc which i have no idea about), i just click random buttons and when i manage to do it, my game crashes after adding this "model", ofc after seeing it ingame/opening garage with it inside. Could someone write for me a quick tutorial step by step what to do to export car model correctly?

If you want to export a valide SA vehicle, you need to select the file with the collision for the vehicle. if you just editing some existing SA vehicle just select it´s dff file as collision.

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2 hours ago, cj2000 said:

If you want to export a valide SA vehicle, you need to select the file with the collision for the vehicle. if you just editing some existing SA vehicle just select it´s dff file as collision.

Yeah, i know it now. The problem is with script, im using 3ds 2k17 and it doesnt work properly so everytime it exports sh*t instead of a proper model. I dunno how long does it take to fix that (i assume max 2-3 hours) but creator doesnt seem to bother to update it quickly, unfortunately i have less than zero skill in scripting programming so i cant fix it myself, im more of a 3d artist actually. I would normally download 3ds 2k18 (i even tried but theres not good torrents) and i have legal license from sql for 2k17 so i dont really want to mess something by illegaly upgrading software.

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2 hours ago, CJisMyBitchh said:

Yeah, i know it now. The problem is with script, im using 3ds 2k17 and it doesnt work properly so everytime it exports sh*t instead of a proper model. I dunno how long does it take to fix that (i assume max 2-3 hours) but creator doesnt seem to bother to update it quickly, unfortunately i have less than zero skill in scripting programming so i cant fix it myself, im more of a 3d artist actually. I would normally download 3ds 2k18 (i even tried but theres not good torrents) and i have legal license from sql for 2k17 so i dont really want to mess something by illegaly upgrading software. 

try this exporter 

 

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