cj2000 Posted March 26, 2019 Author Share Posted March 26, 2019 The new version is avaible here. Shagg_E 1 Link to comment Share on other sites More sharing options...
cj2000 Posted March 29, 2019 Author Share Posted March 29, 2019 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. Shagg_E and Tut. 2 Link to comment Share on other sites More sharing options...
cj2000 Posted April 18, 2019 Author Share Posted April 18, 2019 OK breakable models can now be splited by smooth groups, also have added suport for ipl: 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. By presing that LOD button the LOD model can be selected in the scene. The new version can be downloaded here. Retired, Igor Bogdanoff and nWo51289 3 Link to comment Share on other sites More sharing options...
Retired Posted April 19, 2019 Share Posted April 19, 2019 this is so amazing ! , i'm so thankful for this scripts , you make my work more easier for mapping Link to comment Share on other sites More sharing options...
cj2000 Posted April 23, 2019 Author Share Posted April 23, 2019 (edited) 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 April 25, 2019 by cj2000 Link to comment Share on other sites More sharing options...
cj2000 Posted July 25, 2019 Author Share Posted July 25, 2019 (edited) OK some progress with collision: 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 July 26, 2019 by cj2000 Sloth-, Tut., Igor Bogdanoff and 1 other 4 Link to comment Share on other sites More sharing options...
cj2000 Posted August 7, 2019 Author Share Posted August 7, 2019 Started reworcking my interface for dff/bsp Import: Hovac, Retired and nWo51289 3 Link to comment Share on other sites More sharing options...
cj2000 Posted August 12, 2019 Author Share Posted August 12, 2019 Added some new feature for 2dfx particle: so you can select from a list of standard SA particle names: Also some progress for worcking with collisions: 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: As can be seen on the pics, both SA and VC materials are suported. Shagg_E, Tut., Retired and 2 others 5 Link to comment Share on other sites More sharing options...
Retired Posted August 12, 2019 Share Posted August 12, 2019 Great Improvement ! Link to comment Share on other sites More sharing options...
cj2000 Posted August 13, 2019 Author Share Posted August 13, 2019 (edited) All this new stuff is now avaible. The easiest way to use it is just start the controler script. Edited October 7, 2019 by cj2000 Link to comment Share on other sites More sharing options...
gold_fish Posted September 2, 2019 Share Posted September 2, 2019 (edited) @CJ 2000 , your script can export col Box and coll sphere, am I right? Edited September 2, 2019 by gold_fish Link to comment Share on other sites More sharing options...
cj2000 Posted September 6, 2019 Author Share Posted September 6, 2019 (edited) 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 September 10, 2019 by cj2000 gold_fish 1 Link to comment Share on other sites More sharing options...
_onyx_ Posted September 13, 2019 Share Posted September 13, 2019 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))) Link to comment Share on other sites More sharing options...
cj2000 Posted September 13, 2019 Author Share Posted September 13, 2019 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. Link to comment Share on other sites More sharing options...
cj2000 Posted October 4, 2019 Author Share Posted October 4, 2019 The collision scripts had some buggs, which were fixed and the improoved scripts should be avaible soon. AshGamer007 1 Link to comment Share on other sites More sharing options...
cj2000 Posted October 7, 2019 Author Share Posted October 7, 2019 New version avaible here. Shagg_E 1 Link to comment Share on other sites More sharing options...
Om Gp Posted November 6, 2019 Share Posted November 6, 2019 whether this script is fully functional in 3ds max 2012 x86 (64bit) ? Link to comment Share on other sites More sharing options...
cj2000 Posted November 8, 2019 Author Share Posted November 8, 2019 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. Link to comment Share on other sites More sharing options...
cj2000 Posted November 20, 2019 Author Share Posted November 20, 2019 Here the first version that can be called beta. Tut. and Igor Bogdanoff 2 Link to comment Share on other sites More sharing options...
cj2000 Posted December 13, 2019 Author Share Posted December 13, 2019 First oficial downlad is avaible here. cl55684 1 Link to comment Share on other sites More sharing options...
𝓦𝓸𝓵𝓯 Posted January 15, 2020 Share Posted January 15, 2020 link? Link to comment Share on other sites More sharing options...
cj2000 Posted January 17, 2020 Author Share Posted January 17, 2020 On 1/15/2020 at 11:19 AM, 𝓦𝓸𝓵𝓯 said: link? Which link? Link to comment Share on other sites More sharing options...
𝓦𝓸𝓵𝓯 Posted January 18, 2020 Share Posted January 18, 2020 12 hours ago, cj2000 said: Which link? link for download. Link to comment Share on other sites More sharing options...
cj2000 Posted January 20, 2020 Author Share Posted January 20, 2020 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". Link to comment Share on other sites More sharing options...
Tut. Posted January 28, 2020 Share Posted January 28, 2020 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. Link to comment Share on other sites More sharing options...
cj2000 Posted January 29, 2020 Author Share Posted January 29, 2020 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? Link to comment Share on other sites More sharing options...
Tut. Posted January 29, 2020 Share Posted January 29, 2020 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. Link to comment Share on other sites More sharing options...
cj2000 Posted January 30, 2020 Author Share Posted January 30, 2020 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. Tut. 1 Link to comment Share on other sites More sharing options...
Tut. Posted January 30, 2020 Share Posted January 30, 2020 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. Link to comment Share on other sites More sharing options...
cj2000 Posted January 31, 2020 Author Share Posted January 31, 2020 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? Link to comment Share on other sites More sharing options...
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