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R* RW IO for max


cj2000

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The new version is avaible here.

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Going to worck on breakable model, the materials there will be broken by smoothgroup. I know this can sound like not a good solution, but since smoothing play no role for breakable models, can use it for other goals.

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  • 3 weeks later...

OK breakable models can now be splited by smooth groups, also have added suport for ipl:

 

3b1cd9933af9.png

 

It is posible to add interior value for VC and SA models and LOD for SA ones, also a copy with exact the same name can be created.

 

75387294daa0.png

 

By presing that LOD button the LOD model can be selected in the scene. The new version can be downloaded here.

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Fixed ipl exporter is avaible here.

When exporting ipl, you´ll be asked to select the corresponding ide file, the ipl will be exported to the same folder as this ide and have the same name. If use generic is selected you´ll be also asked to select the folder with generic ide files. Only models defined in any of the ide files will be exported to ipl.

Edited by cj2000
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  • 3 months later...

OK some progress with collision:

 

47f3cc4b385b.png

 

df510cda1848.png

 

a20002d5b7b8.png

 

GTA III/VC collisions can now be imported to max and import of SA collisions should be implemented soon.

 

The script can import all collisions from a single col file and can write multiple number of collisions to a single col file.

 

Edited by cj2000
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  • 2 weeks later...

Started reworcking my interface for dff/bsp Import:

 

514ac97b2df6.png

 

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Added some new feature for 2dfx particle:

 

444729e24a4e.png

 

so you can select from a list of standard SA particle names:

 

cabf27c40816.png

 

Also some progress for worcking with collisions:

 

d7d61062e6b3.png

 

Collisions can now be imported from both col and dff. Also mutiple number of collisions can be exported to a single col file. Befor exporting the COL version can be selected. Presing "Make Collision" makes an editable mesh collision or shadow mesh, as only such meshes can be exported to col format. "Assign Material" should alow to set collision Material for collision objects like spheres, boxes or meshes:

 

f1fb9ed75753.png

 

9f7a54eae6ce.png

 

As can be seen on the pics, both SA and VC materials are suported.

 

 

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All this new stuff is now avaible. The easiest way to use it is just start the controler script.

Edited by cj2000
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  • 3 weeks later...
On 9/2/2019 at 3:48 PM, gold_fish said:

@CJ 2000 , your script can export col Box  and coll sphere, am I right?

Yep, and even more, it can export multiple number of col boxes and spheres and even a col mesh, just need to link all that objects to a col model node. For COL3 format an additional shadow mesh can be exported.

The script can even export multiple number of collision models so no need to use coleditor for puting that models together.

Edited by cj2000
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привет CJ, у меня такой вопрос как юзать "Create breakable"?
точнее вобще можеш написать хоть какоето руководство по использованию скрипта

мы с голд фишем не можем разобратся, слишком замороченно

и просьба, напиши по русски ответ)))

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3 hours ago, _onyx_ said:

привет CJ, у меня такой вопрос как юзать "Create breakable"?
точнее вобще можеш написать хоть какоето руководство по использованию скрипта

мы с голд фишем не можем разобратся, слишком замороченно

и просьба, напиши по русски ответ)))

Вообще то сам "Create breakable" работает довольно просто, выбираешь меш, для которого надо создать "breakable" модель и нажимаешь кнопку, если мешь имеет координаты текстур и прилиты, а так же не является сам уже "breakable" моделью, то создаётся копия этого меша прикреплёная к самому мешу и с маркировкой, что это "breakable" модель для экспорта. В "breakable" модели ты можешь разбивать полигоны с помощью smoothing group.

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  • 3 weeks later...

The collision scripts had some buggs, which were fixed and the improoved scripts should be avaible soon.

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  • 5 weeks later...
On 11/6/2019 at 4:05 PM, Om Gp said:

whether this script is fully functional in 3ds max 2012 x86 (64bit) ?

It should be, but never tried it myself.

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  • 2 weeks later...

Here the first version that can be called beta.

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  • 4 weeks later...
  • 1 month later...
On 1/15/2020 at 11:19 AM, 𝓦𝓸𝓵𝓯 said:

link?

Which link?

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On 1/18/2020 at 1:02 AM, 𝓦𝓸𝓵𝓯 said:

link for download.

The link to the actual download is just in my post befor your question. Just need to klick "here".

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On 1/28/2020 at 5:06 AM, Tut Greco said:

Hey @cj2000 do you have any plans for a map importer? I seemed to recall you posting about it but could not find any in either pages.

What exactly you mean by map importer? I mean how exactly should it worck?

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5 hours ago, cj2000 said:

What exactly you mean by map importer? I mean how exactly should it worck?

I'm having problems with kam's dffimporter, on import it leaves random faces flipped and with the wrong material applied at times. This is something that we're really struggling with and thought it might be related to kam's only. I'm going to test RW later and see if it also corrupts the normals on import though. If that's the case then it'd be pretty much pointless for you to work on a map (ipl/ide) importer.

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19 hours ago, Tut Greco said:

I'm having problems with kam's dffimporter, on import it leaves random faces flipped and with the wrong material applied at times. This is something that we're really struggling with and thought it might be related to kam's only. I'm going to test RW later and see if it also corrupts the normals on import though. If that's the case then it'd be pretty much pointless for you to work on a map (ipl/ide) importer.

Just you know, map objects have no normals, only vehicles, weapons and peds have.

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It might be an issue with kam's thinking it does. Or I'm mistaken. All I know of is that you get hella many black faces (flipped) when importing dff models and this is a huge mess to clean up when importing an IPL.

 

I haven't got to test RW yet whether it imports with flipped faces too as I'm not near my GTA pc.

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18 hours ago, Tut Greco said:

It might be an issue with kam's thinking it does. Or I'm mistaken. All I know of is that you get hella many black faces (flipped) when importing dff models and this is a huge mess to clean up when importing an IPL.

 

I haven't got to test RW yet whether it imports with flipped faces too as I'm not near my GTA pc.

The problem you mentioned have not really to do with normals, but index order in a triangle. So are you shure the models you importing have corect index order for all triangles?

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