Tut. Posted January 31, 2020 Share Posted January 31, 2020 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. Link to comment Share on other sites More sharing options...
Tut. Posted February 10, 2020 Share Posted February 10, 2020 (edited) 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)     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 February 10, 2020 by Tut Greco cl55684 1 Link to comment Share on other sites More sharing options...
cl55684 Posted June 6, 2020 Share Posted June 6, 2020 @cj2000Bug here: Link to comment Share on other sites More sharing options...
cj2000 Posted June 8, 2020 Author Share Posted June 8, 2020 On 6/6/2020 at 4:24 PM, Brookin said: @cj2000Bug here: What exactly is the bug and how it´s related to my script? Link to comment Share on other sites More sharing options...
cl55684 Posted June 10, 2020 Share Posted June 10, 2020 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. Link to comment Share on other sites More sharing options...
cj2000 Posted June 12, 2020 Author Share Posted June 12, 2020 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. Link to comment Share on other sites More sharing options...
cl55684 Posted October 15, 2020 Share Posted October 15, 2020 On 4/18/2019 at 7:24 AM, cj2000 said: Â 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! Link to comment Share on other sites More sharing options...
cj2000 Posted October 20, 2020 Author Share Posted October 20, 2020 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. Link to comment Share on other sites More sharing options...
cl55684 Posted October 20, 2020 Share Posted October 20, 2020 (edited) 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 October 20, 2020 by CleytonGames Link to comment Share on other sites More sharing options...
Zeneric Posted August 6, 2021 Share Posted August 6, 2021 (edited) 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 August 6, 2021 by Zeneric YufflesGaming 1 Link to comment Share on other sites More sharing options...
YufflesGaming Posted October 30, 2021 Share Posted October 30, 2021 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  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. Link to comment Share on other sites More sharing options...
cj2000 Posted May 17, 2022 Author Share Posted May 17, 2022 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. Link to comment Share on other sites More sharing options...
cj2000 Posted March 10 Author Share Posted March 10 Started working on ifp IO Â Â At the moment I can read and write animations from GTA ifp. Apply animations on skined models and add animations from models to ifp. Hovac, Dimon. and miclin 3 Link to comment Share on other sites More sharing options...
Dimon. Posted March 11 Share Posted March 11 16 hours ago, cj2000 said: Started working on ifp IO   Spoiler   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? Link to comment Share on other sites More sharing options...
cj2000 Posted March 13 Author Share Posted March 13 (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 April 23 by cj2000 Link to comment Share on other sites More sharing options...
cj2000 Posted April 2 Author Share Posted April 2 Also triing to add suport for models defined in anim section of ide, Kams script seems also to have no real suport for them. Link to comment Share on other sites More sharing options...
cj2000 Posted April 26 Author Share Posted April 26 So anim suport is implemented now    Also thinking of implementing suport for 2dfx type 3 pedatractor.  Tut. and miclin 2 Link to comment Share on other sites More sharing options...
cj2000 Posted May 2 Author Share Posted May 2 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. Link to comment Share on other sites More sharing options...
cj2000 Posted May 8 Author Share Posted May 8 PS2 Manhunt levels can now also be imported, to be more precise import of all RW bsp files should be posible now. Link to comment Share on other sites More sharing options...
cj2000 Posted June 10 Author Share Posted June 10 Models using animations but no skin, like anim objects or some cutscene models, can now be imported and exported Tut. 1 Link to comment Share on other sites More sharing options...
cj2000 Posted June 13 Author Share Posted June 13 (edited) Just to show how easy to add 2dfx using my script, here a working fountain  Edited June 17 by cj2000 miclin and Hovac 2 Link to comment Share on other sites More sharing options...
cj2000 Posted June 16 Author Share Posted June 16 Also working on 2dfx type 6 EnEx suport, so my script will finally suport all 2dfx types avaible in GTA SA. miclin 1 Link to comment Share on other sites More sharing options...
miclin Posted June 24 Share Posted June 24 Do you have a release to try that out somewhere? :) Link to comment Share on other sites More sharing options...
cj2000 Posted June 29 Author Share Posted June 29 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. Link to comment Share on other sites More sharing options...
cj2000 Posted June 30 Author Share Posted June 30 (edited) So here how 2dfx EnEx looking    Wondering if Interior Number should be beter placed in the Exit part? Edited July 2 by cj2000 Link to comment Share on other sites More sharing options...
cj2000 Posted July 2 Author Share Posted July 2 Some examples of import for models using 2dfx EnEx    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.  Link to comment Share on other sites More sharing options...
cj2000 Posted July 4 Author Share Posted July 4 Multiclump dff can now also be exported  miclin 1 Link to comment Share on other sites More sharing options...
cj2000 Posted July 16 Author Share Posted July 16 So here how 2dfx Pedattractor looking  miclin 1 Link to comment Share on other sites More sharing options...
cj2000 Posted July 19 Author Share Posted July 19 (edited) Here an example of a model using 2dfx Pedattractor   Every of the 3 directions is using its own marker Edited July 19 by cj2000 Link to comment Share on other sites More sharing options...
SthefanoProm Posted July 19 Share Posted July 19 Would it be possible to add support for mass export? Link to comment Share on other sites More sharing options...
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