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DragonFF - Blender GTA I/O


Parik
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every atomic in the dff has to have its transformation reset to identity before you apply the IPL transformation.

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ūüė≠¬†i really appreciate the help, but can you be specific on what should i use and in what order?

sorry, i'm a  total noob in gta modding :)

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Hey guys, I'm kind of new in editing GTA SA on blender 2.80a. and I was hoping to get some advice... So I downloaded the dragonfly blender zip file on GitHub and it's awesome, but when I export my models as .col nothing happens, sometimes the file is 0 bytes..

 

what can I do for it to work?

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18 hours ago, Zulu_dotQ said:

Hey guys, I'm kind of new in editing GTA SA on blender 2.80a. and I was hoping to get some advice... So I downloaded the dragonfly blender zip file on GitHub and it's awesome, but when I export my models as .col nothing happens, sometimes the file is 0 bytes..

 

what can I do for it to work?

I think you have to set its type as Collision under the DragonFF panel on the right side. It's where you choose export pipelines, whether to use vertex colors, normals, etc.

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  • 2 weeks later...
39 minutes ago, MAGNUMCHOCO said:

I always get error vg limit when export my final model pls help

t4qCEDF.png

Limit total to 4, should fix it

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1 hour ago, MAGNUMCHOCO said:

I always get error vg limit when export my final model pls help

There's no vg limit error in DragonFF. The vertex groups are automatically limited to the limit on export. 

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On 12/7/2020 at 4:14 AM, Colbertson said:

t4qCEDF.png

Limit total to 4, should fix it

YylTLmz.jpg

 

Finally it works! THANK YOU.

 

Oh oh.. what's this error?

NZD8ebj.jpg

 

EDIT: NVM. It got fixed all of sudden.

Edited by MAGNUMCHOCO
Error code
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On 12/7/2020 at 10:14 AM, MAGNUMCHOCO said:

error

That is not DragonFF.

You are using 2.79 and GTA Tools

Edited by Colbertson
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On 12/8/2020 at 8:18 PM, Colbertson said:

  

That is not DragonFF.

You are using 2.79 and GTA Tools

I know that but i can export without any problem anymore,

 

hey guyys, do u know how to fix this in blender or txd tools?

 Untitled.png

 

EDIT: nvm, i've found the fix.

Edited by MAGNUMCHOCO
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  • 2 weeks later...

I've been using this plugin to make a new map from scratch for the GTASA. I wrote three simple barebone scripts to be able to export IPL and IDE -files from the Blender. They work rather well for my purpose so I decided to share them in the case that somebody will find use for them, or maybe improve them.

 

You can find them from my GitHub and there is also some kind of tutorial/explanation how to use them: https://github.com/ajanhallinta/GTASA-BlenderMapExport

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Hello! Could someone help me? I'm trying to back-port a modded car, back to OBJ. (Yes the author gave me permission, but he can't give me the model, because he lost it), and Blender keeps giving me this error:

Z9t9EjY.jpg

 

Can someone help me with this? I also tried to open the dff file in Zmodeller, but it gives an error as well :(

 

Maybe someone can port it for me? 

 

Thanks

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@Parik Will there be instructions for working with UV animation?
I tried loading a model with UV animation in blender and playing it back, everything works fine, but when exporting the model, the animation on it broke and the game had a fixed texture. Maybe I'm doing something wrong?

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18 hours ago, Federation said:

@Parik Will there be instructions for working with UV animation?
I tried loading a model with UV animation in blender and playing it back, everything works fine, but when exporting the model, the animation on it broke and the game had a fixed texture. Maybe I'm doing something wrong?

The problem is solved. The animation didn't work if there was more than one vertex color

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MaurícioAl10

guys, i need help with lighting of the ped in game, what do i have to do?

Screenshot-1.png

the char is really dark, but full skinned.

 

EDIT: i found a solution XD

Screenshot-2.png

Edited by MaurícioAl10
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On 11/14/2020 at 5:30 AM, ThatDYOMdude1 said:

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.

Hit Available everytym u finishes ur work. export without any errors

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On 1/11/2021 at 12:58 AM, MaurícioAl10 said:

guys, i need help with lighting of the ped in game, what do i have to do?

Screenshot-1.png

the char is really dark, but full skinned.

 

EDIT: i found a solution XD

Screenshot-2.png

 

What was the solution? I'm having similar problems.

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4 hours ago, haywire404 said:

What was the solution?

a36yuHy.png

Change the ambient shading, it controls how dark/light the material is.

Edited by Colbertson
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27 minutes ago, Colbertson said:

Change the ambient shading, it controls how dark/light the material is.

 

Hmm, I don't think that solution will work for me.

Here I've made a player model using a VC model body with a SA model head. Whatever shading properties are used on SA models was carried over into the new VC model. The whole model uses the same material and it is all a single mesh.

 

rtcIxMK.png

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4 hours ago, haywire404 said:

 

Hmm, I don't think that solution will work for me.

Here I've made a player model using a VC model body with a SA model head. Whatever shading properties are used on SA models was carried over into the new VC model. The whole model uses the same material and it is all a single mesh.

 

Looks more like a TXD issue to me but maybe try deleting the materials and making new ones.

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I have updated my branch which adds stream ipl files, I may have posted vague instructions a few pages back. I'm too lazy to check :p

 

=p here

Edited by BlackScout
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MaurícioAl10
On 1/23/2021 at 1:00 AM, haywire404 said:

 

What was the solution? I'm having similar problems.

the solution was to import the model in 3ds max using kam's script, and exporting the model using the vertex normal option

Edited by MaurícioAl10
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48 minutes ago, MaurícioAl10 said:

the solution was to import the model in 3ds max using kam's script, and exporting the model using the vertex normal option

You can do the same thing in Blender by checking the "Export Normals" option in the object properties.

   

 

 

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