cj2000 Posted August 27, 2018 Share Posted August 27, 2018 (edited) OK, since kams script is a bit outdated and fixing it is just a big pain in the as, I decided to write some new script.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: 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: Also some plugins for 2dfx: Unfortunately 2dfx is still not implemented, bekause that format is very bad documented. Edited March 12, 2019 by cj2000 cl55684, SaH4PoK, SpaceAmethyst and 18 others 21 Link to comment Share on other sites More sharing options...
Sor3nt Posted August 28, 2018 Share Posted August 28, 2018 Nice work! Hm i am blind or do you miss to add a download link ? Link to comment Share on other sites More sharing options...
cj2000 Posted August 28, 2018 Author Share Posted August 28, 2018 (edited) 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 August 28, 2018 by cj2000 Link to comment Share on other sites More sharing options...
Tut. Posted August 28, 2018 Share Posted August 28, 2018 Looks neat, I might use this one in conjunction or replacement for The Hero's script. I'm looking forward to progress on it! Link to comment Share on other sites More sharing options...
cj2000 Posted August 29, 2018 Author Share Posted August 29, 2018 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? Link to comment Share on other sites More sharing options...
cj2000 Posted September 3, 2018 Author Share Posted September 3, 2018 (edited) 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 September 30, 2019 by cj2000 Igor Bogdanoff and Sor3nt 2 Link to comment Share on other sites More sharing options...
cj2000 Posted September 7, 2018 Author Share Posted September 7, 2018 So here how the new dff IO interface looks like: Igor Bogdanoff, SaH4PoK and Hovac 3 Link to comment Share on other sites More sharing options...
MrVicho13 Posted September 8, 2018 Share Posted September 8, 2018 Can you do a GTA MTL to standard material function? Link to comment Share on other sites More sharing options...
cj2000 Posted September 10, 2018 Author Share Posted September 10, 2018 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: GTA Slotmachine wheel is also avaible now So at the moment 3 types of 2dfx can be read: light, parikle and slomachine. BSP import is also posible now: Hovac, SaH4PoK, Tut. and 1 other 4 Link to comment Share on other sites More sharing options...
guard3 Posted September 10, 2018 Share Posted September 10, 2018 Will you implement a ide/ipl generation like Kam’s map scripts? Link to comment Share on other sites More sharing options...
cj2000 Posted September 11, 2018 Author Share Posted September 11, 2018 (edited) 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 September 13, 2018 by cj2000 Tut., A_Xz and gold_fish 3 Link to comment Share on other sites More sharing options...
cj2000 Posted September 16, 2018 Author Share Posted September 16, 2018 (edited) 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: 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 September 18, 2018 by cj2000 Tut. and Igor Bogdanoff 2 Link to comment Share on other sites More sharing options...
cj2000 Posted September 20, 2018 Author Share Posted September 20, 2018 The first beta is avaible here. Leeao and Sor3nt 2 Link to comment Share on other sites More sharing options...
cj2000 Posted September 24, 2018 Author Share Posted September 24, 2018 (edited) And the second beta is here. Also some changes to RW material: Also there is a smal breakable helper script: At the moment it can only create a breakable copy of a mesh. Edited September 25, 2018 by cj2000 Tut. and Igor Bogdanoff 2 Link to comment Share on other sites More sharing options...
cj2000 Posted September 26, 2018 Author Share Posted September 26, 2018 This here should be the last beta version. And this the new look of the dffio interface: 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. Igor Bogdanoff 1 Link to comment Share on other sites More sharing options...
Tut. Posted September 27, 2018 Share Posted September 27, 2018 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 Link to comment Share on other sites More sharing options...
cj2000 Posted September 27, 2018 Author Share Posted September 27, 2018 (edited) 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 September 27, 2018 by cj2000 Tut. 1 Link to comment Share on other sites More sharing options...
cj2000 Posted October 3, 2018 Author Share Posted October 3, 2018 (edited) 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 October 6, 2018 by cj2000 Link to comment Share on other sites More sharing options...
cj2000 Posted December 17, 2018 Author Share Posted December 17, 2018 (edited) 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 January 4, 2019 by cj2000 Shagg_E 1 Link to comment Share on other sites More sharing options...
Tut. Posted December 18, 2018 Share Posted December 18, 2018 (edited) 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 December 18, 2018 by Tut Greco Link to comment Share on other sites More sharing options...
cj2000 Posted December 21, 2018 Author Share Posted December 21, 2018 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. Link to comment Share on other sites More sharing options...
cj2000 Posted January 14, 2019 Author Share Posted January 14, 2019 Started worcking on 2dfx street sign: Tut., guard3, DK22Pac and 3 others 6 Link to comment Share on other sites More sharing options...
cj2000 Posted February 12, 2019 Author Share Posted February 12, 2019 (edited) OK have fixed the problem with bsp import, new version is avaible here. And this is how roadsign effect looks: Also since there is no readmee the only scripts you can start are dffio, bspin and breakable. Edited February 13, 2019 by cj2000 Shagg_E 1 Link to comment Share on other sites More sharing options...
cj2000 Posted February 22, 2019 Author Share Posted February 22, 2019 Roadsign effects can now be imported, like seen on the pics: Exporting this effect is still a problem, because of rotation. gold_fish and Shagg_E 2 Link to comment Share on other sites More sharing options...
cj2000 Posted February 25, 2019 Author Share Posted February 25, 2019 (edited) 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: 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 February 27, 2019 by cj2000 Igor Bogdanoff and Shagg_E 2 Link to comment Share on other sites More sharing options...
cj2000 Posted February 27, 2019 Author Share Posted February 27, 2019 The actual version of the script is avaible here. guard3 1 Link to comment Share on other sites More sharing options...
cj2000 Posted February 28, 2019 Author Share Posted February 28, 2019 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. Igor Bogdanoff, Hovac and Tut. 3 Link to comment Share on other sites More sharing options...
cj2000 Posted March 11, 2019 Author Share Posted March 11, 2019 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. Link to comment Share on other sites More sharing options...
cj2000 Posted March 13, 2019 Author Share Posted March 13, 2019 Here the new version. Link to comment Share on other sites More sharing options...
cj2000 Posted March 22, 2019 Author Share Posted March 22, 2019 Like already mentioned started worcking on effect escaletor here the first pics: added to corresponding model: the interface: since there are only 2 posibilities for direction, going to replace it just with checkbox. Shagg_E, guard3, Tut. and 1 other 4 Link to comment Share on other sites More sharing options...
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