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R* RW IO for max


cj2000

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OK, since kams script is a bit outdated and fixing it is just a big pain in the as, I decided to write some new script. The script can worck with RW models formats used by R* in GTA III/VC/SA and Manhunt. At the moment the script can read all valide dff files and Manhunt bsp. The dff import has some new features like:

-UV2

-vert alpha

-extra vert colors

-UV animations

-breakable section

-all material effects

-2dfx (at least some types)

To suport all material effects a new RW material plugin was writen, based on the one by The Hero:

 

802e105f25d8.png

 

22a5fb36985a.png

 

d8ffd833b917.png

 

I was thinking to add SA reflection and SA specular buttons so the default reflection/specular map can be added automatically, similar to SA vehicle default button in Kams GTA Material plugin, but not shure if it makes sence,

Also there is a bone plugin, to make seting bone IDs easier:

 

ecd30282c4e4.png

 

Also some plugins for 2dfx:

 

7840542a5ebe.png

 

1bc50a8ab138.png

 

Unfortunately 2dfx is still not implemented, bekause that format is very bad documented.

Edited by cj2000
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There is no download link at the moment, since export is not implemented at the moment. I decided to start the Thread to get some posible feadback, so the script be more improoved, when released.

Also hope to posibly get some help with 2dfx, as like I said information about that section avaible on wiki is incomplete and particulary wrong.

Edited by cj2000
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Looks neat, I might use this one in conjunction or replacement for The Hero's script. I'm looking forward to progress on it!

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12 hours ago, Tut Greco said:

Looks neat, I might use this one in conjunction or replacement for The Hero's script. I'm looking forward to progress on it!

The Hero made a plugin, not a script. Or are you tallking about RW material script?

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So here some progress on export part:

-All suported by the corresponding engine matFx types can be exported, since III/VC engine suports only bump and environment maping, only this matFX types can be exported for this versions.

-Alpha vert colors can be exported

-Faces are exported properly so the exported models are compatible to other importers, like the one by The Hero

The folowing export improovements are related to SA version only:

-UV2 map

-Extra vert colors

-Breakable section

-UVAnimations (still to do)

Edited by cj2000
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So here how the new dff IO interface looks like:

 

2a1d8b13928a.png

 

7142cbc16a99.png

 

f9ac30e0d63c.png

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On 9/8/2018 at 7:59 AM, MrVicho13 said:

Can you do a GTA MTL to standard material function?

First I don´t use GTA MTL and second make no sence for me, so no.

 

Here some more progres:

 

GTA Light has now more values:

d6a21a11262e.png

 

GTA Slotmachine wheel is also avaible now

d148ddc75222.png

 

So at the moment 3 types of 2dfx can be read: light, parikle and slomachine.

 

BSP import is also posible now:

6cdcd6b84c0a.png

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Will you implement a ide/ipl generation like Kam’s map scripts?

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On 9/10/2018 at 3:17 PM, guard3 said:

Will you implement a ide/ipl generation like Kam’s map scripts?

Have no idea about ipl, so no in the near future. At the moment have other priorities, like UV animations export and export of skined models. At least export for suported 2dfx types is worcking now. I also could add sunglare to suported 2dfx, but not shure if SA uses that effect. Once all that dff io stuff is finished, planing to go on with collision models.

Edited by cj2000
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OK, some progress update:

-Multiclump import

-UV animation export (at least for UV chanel 1)

-Skined model export (the skined mesh must be the root of bone hirarchi, it is also recomended to use RW_Bone, otherwise bones have to have a boneID value specified as user property)

And this is the new interface:

 

039c5674e1c8.png

 

P.S. I would really like to suport as much of SA 2dfx types as posible, but need help from somebody having knowledge about that. For example does anybody know if SA has that sunglare effect?

Edited by cj2000
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The first beta is avaible here.

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And the second beta is here.

 

Also some changes to RW material:

 

57f60a1e9179.png

 

Also there is a smal breakable helper script:

 

f1830a70a592.png

 

At the moment it can only create a breakable copy of a mesh.

Edited by cj2000
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This here should be the last beta version.

 

And this the new look of the dffio interface:

 

432e06a70139.png

 

So for the final version I will try to add suport for as much 2dfx types as posible. Also thinking to add collision IO, which will be separated from dffio. Like already mentioned, I am opened for sugestions.

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would be neat if the material wouldn't replace that of The Hero's import/export script, just a personal preference to have both materials available when working with each importer/exporter

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5 hours ago, Tut Greco said:

would be neat if the material wouldn't replace that of The Hero's import/export script, just a personal preference to have both materials available when working with each importer/exporter

OK, will see if it´s posible, means also have to rewrite some lines in my scripts. But I am promising nothing, at the moment I have a lot of other stuff to do.

Edited by cj2000
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The exported model should also be compatible with Zmod, which was, at least not always the case with Kams.

Also have started worcking on collision io, but have some problems with the concept. I mean should every face of collision mesh have its separate material?

Edited by cj2000
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  • 2 months later...

OK, fixed the problem wen importing nonstandard dff like Kams or Deniskas ones.

Also going to include suport for 2dfx type roadsign.

 

http://depositfiles.com/files/mh4o32gmo

Edited by cj2000
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sounds brilliant, you're really implementing unique features into one rather than the other several plugins spreading the features around... kudos for that!! 

 

as a side note, i hope your RW material will avoid replacing the hero's material in the future 😄

 

oh and for collisions, you may use multiple materials for faces. say, you have a large beach object with a road next to it, you would assign various sand mtl's and tarmac mtl's. i hope i didn't misinterpret your question though.

Edited by Tut Greco
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On 12/18/2018 at 4:48 PM, Tut Greco said:

sounds brilliant, you're really implementing unique features into one rather than the other several plugins spreading the features around... kudos for that!! 

 

as a side note, i hope your RW material will avoid replacing the hero's material in the future 😄

 

oh and for collisions, you may use multiple materials for faces. say, you have a large beach object with a road next to it, you would assign various sand mtl's and tarmac mtl's. i hope i didn't misinterpret your question though.

About collisions, I am not shure about, but it looks like the faces there use only materialID and no other values like flag etc. For facegroups I was thinking to use smoothing groups, since smoothing itself is not used for collision.

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  • 4 weeks later...

Started worcking on 2dfx street sign:

 

1ed43c723df8.png

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  • 4 weeks later...

OK have fixed the problem with bsp import, new version is avaible here.

 

And this is how roadsign effect looks:

 

8451f3a8f928.png

 

Also since there is no readmee the only scripts you can start are dffio, bspin and breakable.

Edited by cj2000
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  • 2 weeks later...

Roadsign effects can now be imported, like seen on the pics:

 

5f4070146b7e.png

 

0f6d99477cdb.png

 

Exporting this effect is still a problem, because of rotation.

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To solve the rotation problem had to add own rotation and disable the standard rotation for roadsign effect, so it is looking like this now:

 

bb054919d6de.png

 

it´s not a mistake, that Y rotations comes befor X rotation, as it´s exact the rotation order used ingame. All rotation values are also limited from -90 to 90.

Edited by cj2000
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The actual version of the script is avaible here.

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The next effect I am worcking at will be escalator and it seems like it´ll be the last one my script be able to suport.

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  • 2 weeks later...

There was a bugg with RW Bone, which set the ID to -1 instead of 0, but now it´s fixed. Also export of all types of geometry is suported, not only editable meshes. There are still some buggs to be fixed befor the next version will be awaible for download.

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Here the new version.

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  • 2 weeks later...

Like already mentioned started worcking on effect escaletor here the first pics:

 

cc8cb9376685.png

 

added to corresponding model:

 

e61b10936959.png

 

the interface:

 

5798584da0c5.png

 

since there are only 2 posibilities for direction, going to replace it just with checkbox.

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