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R* RW IO for max


cj2000

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9 hours ago, cj2000 said:

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?

I have no idea honestly and wouldn't know since I don't have that much knowledge in all that geometry index stuff.

I'll let you know if I get different results with same model using RW.

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  • 2 weeks later...

Hey @cj2000 I apologise for the late news. had too much on my hands.

 

I have captured a comparison of Kam's vanilla scripts import versus The Hero's RW import. 

(Kams and RW respectively)

kams-rw-comparison.png

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In viewport they appear just about the same strange enough. What I did to the Kam's after import was welding verts at .001 threshold to get rid of overlapping verts (problem with kam's) and reset its smoothing groups (it imports with 1 group). Welding the vertices did not cause the wrong materials to be applied to the faces, they were already applied that way before I did anything. It's worth noting that Goldfish's DFF importer has the same issue (and thus, the same issue when importing IPL with his modified MAP IO)

 

Would it be somehow possible for you to modify Kam's MAP IO script to rather than use Kam's DFF importer for the IPL import, it uses The Hero's (or yours) RW importer instead? This would solve a thousand issues (literally) because many of these material and black face issues must be fixed manually.

 

 

Edited by Tut Greco
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  • 3 months later...
On 6/6/2020 at 4:24 PM, Brookin said:

@cj2000Bug here:

Io24bCu.jpg

What exactly is the bug and how it´s related to my script?

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On 6/8/2020 at 2:51 PM, cj2000 said:

What exactly is the bug and how it´s related to my script?

That building deleted in the final version and restored by kalvin when I went to use the tool appeared the texture all buggy.

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On 6/10/2020 at 11:51 AM, Brookin said:

That building deleted in the final version and restored by kalvin when I went to use the tool appeared the texture all buggy.

I was thinking you meaning that f... up textures, but was not shure. In this case it´ll be more helpful to see how the textures looking in max itself, but I gues they are already f... up there. From what you explained I am more then 90% shure the problem was when imported. You should use nonstandard import option of my script and see if the textures are still f... up.

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  • 4 months later...
On 4/18/2019 at 7:24 AM, cj2000 said:

3b1cd9933af9.png

 

75387294daa0.png

Hey man!

Already managed to fix a texture problem, wanted to know how to create a lod models because there is no button in your scritps?

Bottons add lod and LOD etc!

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On 10/15/2020 at 10:05 PM, CleytonGames said:

Hey man!

Already managed to fix a texture problem, wanted to know how to create a lod models because there is no button in your scritps?

Bottons add lod and LOD etc!

What you mean by create a lod models? My script is just for importing and exporting, creating models is something max internal.

After taking a look at the picture you posted, your question seems to be about ipl export. So if you was asking how to export ipl line of a model with LOD, then you need to have both the model itself and its LOD, then use that LOD buton to select the LOD for the model.

Also ipl export could be dangerous, if ipl file already exist, it´ll be overwriten.

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6 hours ago, cj2000 said:

What you mean by create a lod models? My script is just for importing and exporting, creating models is something max internal.

After taking a look at the picture you posted, your question seems to be about ipl export. So if you was asking how to export ipl line of a model with LOD, then you need to have both the model itself and its LOD, then use that LOD buton to select the LOD for the model.

Also ipl export could be dangerous, if ipl file already exist, it´ll be overwriten.

Sure, how create lod it?

Edited by CleytonGames
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  • 9 months later...

This tool is excellent. It compliments with The Hero/aap's 3ds max plugin perfectly.

This and the hero/aap's plugin are the tools to (almost) replace kam's super buggy script.

I bumped for this.

Edited by Zeneric
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  • 2 months later...
YufflesGaming
On 8/6/2021 at 10:09 AM, Zeneric said:

This tool is excellent. It compliments with The Hero/aap's 3ds max plugin perfectly.

This and the hero/aap's plugin are the tools to (almost) replace kam's super buggy script.

I bumped for this.

Spoiler
Quote

Io24bCu.jpg

 

that's why I asked this user that the textures in dff are messed up used this tool it is very good but it needs more adjustment simply author ignored my conversations with more than a year if you want I tried to edit "Sab, San Andreas Beta Edition" and the textures got all buggy.

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  • 6 months later...
On 10/30/2021 at 9:53 PM, YufflesGaming said:
  Reveal hidden contents

 

that's why I asked this user that the textures in dff are messed up used this tool it is very good but it needs more adjustment simply author ignored my conversations with more than a year if you want I tried to edit "Sab, San Andreas Beta Edition" and the textures got all buggy.

Nobody ignoring you, just wasn´t here for a long time. Try to use nonstandard import option.

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  • 1 year later...

Started working on ifp IO

 

spacer.png

 

At the moment I can read and write animations from GTA ifp. Apply animations on skined models and add animations from models to ifp.

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16 hours ago, cj2000 said:

Started working on ifp IO

 

 

Spoiler

spacer.png

 

 

At the moment I can read and write animations from GTA ifp. Apply animations on skined models and add animations from models to ifp.

Can you make a create lods in this tool?

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Posted (edited)
On 3/11/2024 at 8:05 AM, Dimon. said:

Can you make a create lods in this tool?

What that should be? Also since lod should be a model, this would refer to dff part of my scripts. However if you explain how this should work will see if can implement something like this.

Edited by cj2000
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  • 3 weeks later...

Also triing to add suport for models defined in anim section of ide, Kams script seems also to have no real suport for them.

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  • 4 weeks later...

So anim suport is implemented now

 

spacer.png

 

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Also thinking of implementing suport for 2dfx type 3 pedatractor.

 

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cj2000

Hve implemented suport for 2dfx type 9 as can be seen here. Also thinking of implementing suport for multiclump dff export, should be specially useful for Manhunt modding.

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cj2000

PS2 Manhunt levels can now also be imported, to be more precise import of all RW bsp files should be posible now.

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  • 1 month later...

Models using animations but no skin, like anim objects or some cutscene models, can now be imported and exported

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Posted (edited)

Just to show how easy to add 2dfx using my script, here a working fountain

 

spacer.png

Edited by cj2000
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Also working on 2dfx type 6 EnEx suport, so my script will finally suport all 2dfx types avaible in GTA SA.

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  • 2 weeks later...

Do you have a release to try that out somewhere? :)

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On 6/24/2024 at 10:30 PM, miclin said:

Do you have a release to try that out somewhere? :)

No release at the moment, but some kind of Beta posibly, can tallk about on discord.

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Posted (edited)

So here how 2dfx EnEx looking

 

spacer.png

 

spacer.png

 

Wondering if Interior Number should be beter placed in the Exit part?

Edited by cj2000
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cj2000

Some examples of import for models using 2dfx EnEx

 

8f697288ab57b8a414b2a775526f7458.jpg

 

d749afa3f976fb0c0eb07ed2099fbf0f.jpg

 

The rectangle is the area of the enter while the cone is the position and direktion of exit. As can be seen on the pics 2dfx coverpoint is also bresent on both models.

 

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cj2000

Multiclump dff can now also be exported

 

434bf177b5e2ce39d53c9e35f1b6ab65.jpg

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  • 2 weeks later...

So here how 2dfx Pedattractor looking

 

26e6b139ad24483a127b1e51ea180e83.jpg

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Posted (edited)

Here an example of a model using 2dfx Pedattractor

 

spacer.png

 

Every of the 3 directions is using its own marker

Edited by cj2000
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SthefanoProm

Would it be possible to add support for mass export?

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