Mikkas Posted July 23, 2020 Share Posted July 23, 2020 (edited) Deleted. Edited July 23, 2020 by Mikkas Link to comment Share on other sites More sharing options...
XG417 Posted July 28, 2020 Share Posted July 28, 2020 Quick Question: Does this plugin allow for Gull Wing Door creation for vehicles in SA? Link to comment Share on other sites More sharing options...
Tut. Posted July 28, 2020 Share Posted July 28, 2020 6 hours ago, XG417 said: Quick Question: Does this plugin allow for Gull Wing Door creation for vehicles in SA? You could try import one and export it, and also reverse engineer to see how it's done. I used the Admiral Scissor door mod from gtagarage to make a Lamborghini open nicely, though using Max but I highly doubt it's any different in Blender. Link to comment Share on other sites More sharing options...
ArrivakCZ Posted July 29, 2020 Share Posted July 29, 2020 (edited) Traceback (poslední poslední hovor): Soubor "C: \ Users \ lenovo \ AppData \ Roaming \ Blender Foundation \ Blender \ 2.83 \ scripts \ addons \ gta \ gui.py", řádek 282, v provedení 'group_materials': self. group_materials Soubor "C: \ Users \ lenovo \ AppData \ Roaming \ Blender Foundation \ Blender \ 2.83 \ scripts \ addons \ gta \ dff_importer.py", řádek 780, v import_dff dff_importer.import_dff (volby ['file_name']) File " C: \ Users \ lenovo \ AppData \ Roaming \ Blender Foundation \ Blender \ 2.83 \ scripts \ addons \ gta \ dff_importer.py ", řádek 760, v import_dff col = import_col_mem (kolize, os.path.basename (file_name), False ) Soubor "C: \ Users \ lenovo \ AppData \ Roaming \ Blender Foundation \ Blender \ 2.83 \ scripts \ addons \ gta \ col_importer.py", řádek 195, v import_col_mem návrat col.add_to_scene (collection_prefix, link) Soubor "C: \ Uživatelé \ lenovo \ AppData \ Roaming \ Blender Foundation \ Blender \ 2.83 \ scripts \ addons \ gta \ col_importer.py ", řádek 172, v add_to_scene model.mesh_faces) Soubor" C: \ Users \ lenovo \ AppData \ Roaming \ Blender Foundation \ Blender \ 2.83 \ scripts \ addons \ gta \ col_importer.py ", řádek 153, v __add_mesh self .__ add_mesh_mats (obj, materials) Soubor" C: \ Users \ lenovo \ AppData \ Roaming \ Blender Foundation \ Blender \ 2.83 \ scripts \ addons \ gta \ col_importer.py ", řádek 101,v __add_mesh_mats mat = bpy.data.materials.new (name) TypeError: BlendDataMaterials.new (): error s argument 1, "name" - Function.name očekával typ řetězce, žádný seznam umístění: <neznámé umístění>: - 1 furt mi to vyhrať toty chyby a nevím co stím už .. použítám blender 2.83 a dragonff-v0.1.1 Edited July 29, 2020 by ArrivakCZ verze Blender a Dragonff Link to comment Share on other sites More sharing options...
SonicFan99 Posted July 31, 2020 Share Posted July 31, 2020 I tried to install the add-on, but I did not see it in the preference list. Link to comment Share on other sites More sharing options...
XG417 Posted July 31, 2020 Share Posted July 31, 2020 2 minutes ago, SonicFan99 said: I tried to install the add-on, but I did not see it in the preference list. 1) Did you download the right file? The file should be named dragonff-v0.1.1.zip and not DragonFF-Master.zip. 2) Did you install it correctly? Preferences > Addons > Install > Select dragonff-v0.1.1.zip, and it should show up automatically Link to comment Share on other sites More sharing options...
raighxjrone Posted August 9, 2020 Share Posted August 9, 2020 (edited) Excuse me, does the export dff script on blender version 2.79 work for mobile, I tried it then it crashed when the loading screen was almost done, I got the obj model from renderhub ... Edited August 9, 2020 by raighxjrone The way I convert: import obj then select other then export .... Link to comment Share on other sites More sharing options...
YA_ZAREGALSYA Posted August 13, 2020 Share Posted August 13, 2020 1. I exported textures in .png format to the folder with Deagle. 2. Imported default Deagle. In Blender, he looked normal. 3. Exported .dff to a new Modloader folder. 4. I copied the .txd and .png textures there. 5. Found this sieve in the game. What could be the problem? I'm using the latest version of DragonFF, Blender 2.80.75. On 6/18/2020 at 8:56 PM, comoaig said: Hi, I need help. On Blender the skin is In Game is Perhaps your question has already been answered: On 2/18/2020 at 4:11 PM, CD1GAMING said: what am i doing wrong? https://imgur.com/a/H8Jdh7r here's the files Link to comment Share on other sites More sharing options...
Loverdose Posted August 17, 2020 Share Posted August 17, 2020 (edited) By default when you are importing DFF with dragonff somes face are not flipped the right way. FIRST > When you import the DFF you need to put READ MATERIAL SPLIT (It's important because for certain model like LaptotSAMP it's necessary). SECOND > Select your object in object mode THIRD> Go to EDIT MODE FOURTH > On the top right you need sure to have Toggle XRAY ON. FIFTH > Select your object (in edit mode like as i say before) with left click (drag on for selecting ALL the mesh ) SIXTH > Go to MESH > NORMALS > RECALCULATE OUTSIDE ( You can do ALT + N and SHIFT N) You can do this face by face, perhaps i don't know how to have face pointing for two directions and not only one. Edited August 17, 2020 by Loverdose Link to comment Share on other sites More sharing options...
Windows 10 Posted August 17, 2020 Share Posted August 17, 2020 Parik can you add support for mobile/xbox dffs? When i import Claude from mobile version of GTA 3 he has no head and hands. Link to comment Share on other sites More sharing options...
haywire404 Posted September 2, 2020 Share Posted September 2, 2020 Here's a very bad tutorial on using DragonFF along with KAMs/TheHero Max tools to make a building from scratch then put it ingame. I really hope this tool is still getting attention, I would love to be able to complete my city from scratch project by solely using Blender. XG417 and Tut. 2 Link to comment Share on other sites More sharing options...
raighxjrone Posted September 2, 2020 Share Posted September 2, 2020 Hello everyone, I have a little question about how to re-export the dff file (dff> obj> dff) without changing the position of the object I am confused about this, because I have to re-create the map. Thank you very much all warm greetings. Link to comment Share on other sites More sharing options...
eMILka Posted September 6, 2020 Share Posted September 6, 2020 Please help me to export my model into the game! Im exporting, renaming to random object and they become invisible but shadow is from vanilla object I can send you a model if you need Link to comment Share on other sites More sharing options...
Kardashev Posted September 23, 2020 Share Posted September 23, 2020 Hi sorry i'm a newb but how do i the see textures in blender? Link to comment Share on other sites More sharing options...
CD1GAMING Posted September 26, 2020 Share Posted September 26, 2020 once this add-on supports gta animation manger, I'm fully quitting 3ds max, good luck Parik! Link to comment Share on other sites More sharing options...
Dmitrysass Posted October 8, 2020 Share Posted October 8, 2020 I noticed a strange pattern, when I make simple models (like a cube with an extrusion), then the model in MEd (Map Editor 0.21b) works fine and I can put it on the San Andreas map. BUT as the model becomes complex with less than 1000 polygons I cannot load it into MEd and cannot insert it into the game (original GTA SA single player). There are no problems with 3ds max at all, but with the blender add-on there are some problems in export. Link to comment Share on other sites More sharing options...
Federation Posted October 8, 2020 Share Posted October 8, 2020 7 hours ago, Dmitrysass said: Я заметил странную закономерность, когда я делаю простые модели (например, куб с выдавливанием), тогда модель в MEd (Map Editor 0.21b) работает нормально и я могу разместить ее на карте Сан-Андреаса. НО, поскольку модель становится сложной с менее чем 1000 полигонов, я не могу загрузить ее в MEd и не могу вставить в игру (оригинальная одиночная игра GTA SA). С 3ds max проблем нет вообще, а вот с надстройкой blender есть проблемы с экспортом. 😡"> Surprisingly, when exporting DFF with the collision type, the model does not break and is perfectly readable in MED, you can transfer sections with materials to it, so that the model is not white in MED Link to comment Share on other sites More sharing options...
Dmitrysass Posted October 9, 2020 Share Posted October 9, 2020 14 hours ago, Federation said: Surprisingly, when exporting DFF with the collision type, the model does not break and is perfectly readable in MED, you can transfer sections with materials to it, so that the model is not white in MED Do I need the option to disable export of collisions for the model? Link to comment Share on other sites More sharing options...
Hamzeol Murf Posted October 13, 2020 Share Posted October 13, 2020 "Upgrade to 2.8x required" ??? Link to comment Share on other sites More sharing options...
Dmitrysass Posted October 13, 2020 Share Posted October 13, 2020 1 hour ago, Hamzeol Murf said: "Upgrade to 2.8x required" ??? Powered by 2.80+ Link to comment Share on other sites More sharing options...
Hamzeol Murf Posted October 13, 2020 Share Posted October 13, 2020 14 minutes ago, Dmitrysass said: Powered by 2.80+ What Does This Mean? Link to comment Share on other sites More sharing options...
Dmitrysass Posted October 13, 2020 Share Posted October 13, 2020 36 minutes ago, Hamzeol Murf said: What Does This Mean? The addon works on versions at least 2.80. I myself use 2.90 and no problems arise. Link to comment Share on other sites More sharing options...
Hamzeol Murf Posted October 13, 2020 Share Posted October 13, 2020 (edited) 2 minutes ago, Dmitrysass said: The addon works on versions at least 2.80. I myself use 2.90 and no problems arise. The Portable Version Is Lower One? Edited October 13, 2020 by Hamzeol Murf Link to comment Share on other sites More sharing options...
BrynnaDaRosa Posted October 16, 2020 Share Posted October 16, 2020 Hey, is HD verse support still planned/upcoming? Link to comment Share on other sites More sharing options...
LightVelox Posted October 26, 2020 Share Posted October 26, 2020 (edited) On 8/13/2020 at 2:02 PM, YA_ZAREGALSYA said: 1. I exported textures in .png format to the folder with Deagle. 2. Imported default Deagle. In Blender, he looked normal. 3. Exported .dff to a new Modloader folder. 4. I copied the .txd and .png textures there. 5. Found this sieve in the game. What could be the problem? I'm using the latest version of DragonFF, Blender 2.80.75. Perhaps your question has already been answered: I have the same problem since ever, always gets that, especially with buildings Edited October 26, 2020 by LightVelox Link to comment Share on other sites More sharing options...
sabateur12 Posted November 5, 2020 Share Posted November 5, 2020 (edited) eveytime i import a player dff model i get this error https://imgur.com/gallery/n5q4ybz but when i import a ped model i get no errors Edited November 5, 2020 by sabateur12 Link to comment Share on other sites More sharing options...
DeltaHL Posted November 6, 2020 Share Posted November 6, 2020 (edited) On 10/26/2020 at 5:18 PM, LightVelox said: I have the same problem since ever, always gets that, especially with buildings These transparent faces are due to the vertex color alpha. GTA San Andreas building pipeline doesn't support it, but SkyGFX brings it back and Blender has no support to show it. You can fix it by going into Vertex Paint mode, switching to "Set Vertex Colors Alpha" and painting your model with the white color (1.000, #FFFFFF) Apparently it happens when you export a model, reimport it and export it again, and when you use this script for baking ambient occlusion. Edited November 6, 2020 by DeltaHL Link to comment Share on other sites More sharing options...
ThatDYOMdude1 Posted November 13, 2020 Share Posted November 13, 2020 I hope that there will be IFP Support for DragonFF, animating in Blender 2.79 is hell and i keep getting errors after making just one animation. Link to comment Share on other sites More sharing options...
juikol Posted November 15, 2020 Share Posted November 15, 2020 im trying to extract a full city from gta 3 but having trouble with the railway. i imported all the IPL's but it is just broken tried kam's script and it give me same result does anybody know how to fix that? https://imgur.com/a/6unhXeH Link to comment Share on other sites More sharing options...
The Hero Posted November 15, 2020 Share Posted November 15, 2020 i know KAM's script imports the dffs raw and places them according to the IPL. for the multi-object dffs this is not correct however because every sub-object can have its own transformation that has to be ignored by the importer. gold_fish 1 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now