haywire404 Posted January 28, 2021 Share Posted January 28, 2021 That worked, awesome! Thanks Parik. Link to comment Share on other sites More sharing options...
MaurícioAl10 Posted January 28, 2021 Share Posted January 28, 2021 (edited) 22 hours ago, Parik said: You can do the same thing in Blender by checking the "Export Normals" option in the object properties. Oh ok nice! Edited January 28, 2021 by MaurícioAl10 Link to comment Share on other sites More sharing options...
quarazi Posted January 29, 2021 Share Posted January 29, 2021 appeared questions: can i open texture wherein some png images? does it fit for skinmaking from zero? Link to comment Share on other sites More sharing options...
haywire404 Posted January 30, 2021 Share Posted January 30, 2021 (edited) Ugh this is a frustrating issue. I've exported a map object, it has the right export boxes ticked, the collision is correct, everything is named correctly, I can see the model in MEd, I can collide with the object ingame, but it's invisible. As far as I know I'm making the txd correctly, it's pretty hard to screw up with MagicTXD. Solved by making my model piggyback off of another model's txd. For whatever reason the TXD I made from scratch wasn't working. Edited January 30, 2021 by haywire404 Link to comment Share on other sites More sharing options...
fusiiion Posted February 10, 2021 Share Posted February 10, 2021 (edited) hey, I have a problem relating to exporting vehicles, as in Blender, they car bonnet looks alright and everything is fine Spoiler but when I export it and put it into the game, it suddenly looks like this Spoiler I'll add, that I made these faces myself, as in I deleted the old ones and made completely new ones Spoiler I have found, that removing the environmental map from the dragonff export material settings removes this weird bug, but I don't know how to solve it without removing the env map Edited February 10, 2021 by fusiiion missclicked Link to comment Share on other sites More sharing options...
Colbertson Posted February 10, 2021 Share Posted February 10, 2021 1 hour ago, fusiiion said: removing the environmental map from the dragonff export material settings removes this weird bug My guess would be the envmap UV not working right when you make the new faces. Select the 2nd UV map and move the broken faces into the right place. fusiiion 1 Link to comment Share on other sites More sharing options...
fusiiion Posted February 10, 2021 Share Posted February 10, 2021 4 hours ago, Colbertson said: My guess would be the envmap UV not working right when you make the new faces. Select the 2nd UV map and move the broken faces into the right place. whoa, never knew there was a 2nd uv map like this, thanks for sharing this with me! it works alright now, thanks very much Link to comment Share on other sites More sharing options...
TFP Posted February 19, 2021 Share Posted February 19, 2021 Hi, there is a little problem with exporting vehicle collision. Bounding box and bounding sphere are created automatically when model is exporting, but it is not good solution for all cars. Why there are no option for manual editing boundings? Parik 1 Link to comment Share on other sites More sharing options...
BrynnaDaRosa Posted February 24, 2021 Share Posted February 24, 2021 On 2/21/2019 at 8:53 AM, Parik said: ...Although not complete yet, it supports most of the features required for basic model editing. I plan to extend it to support map files and make it a complete tool set for Renderware modding, and finally add support for newer games like IV or V too. Is the GTA IV support still happening in the future? GIMS IV is still the only option and the limited & discontinued support makes it wildly inaccessible so it would be awesome to see IV support Link to comment Share on other sites More sharing options...
DrMyHome Posted February 28, 2021 Share Posted February 28, 2021 How can I import ifp animation file with this tool? Link to comment Share on other sites More sharing options...
Parik Posted February 28, 2021 Author Share Posted February 28, 2021 On 2/25/2021 at 5:19 AM, BrynnaDaRosa said: Is the GTA IV support still happening in the future? GIMS IV is still the only option and the limited & discontinued support makes it wildly inaccessible so it would be awesome to see IV support It's not in the plans right now, especially since a lot needs to be done for the RenderWare games still. 45 minutes ago, DrMyHome said: How can I import ifp animation file with this tool? There's no ifp support in DragonFF yet. On 2/19/2021 at 11:56 PM, TFP said: Hi, there is a little problem with exporting vehicle collision. Bounding box and bounding sphere are created automatically when model is exporting, but it is not good solution for all cars. Why there are no option for manual editing boundings? I can add an option to manually edit bounding box/spheres in the future. I'm not sure in what circumstances you'd need to manually edit them though. BrynnaDaRosa and Dmitrysass 2 Link to comment Share on other sites More sharing options...
Zash001 Posted March 15, 2021 Share Posted March 15, 2021 When Ifp is Going to Be Added ? any time soon can't wait for response Link to comment Share on other sites More sharing options...
DrMyHome Posted March 23, 2021 Share Posted March 23, 2021 How do I import map with texture? Do I need to export all of txd files? Link to comment Share on other sites More sharing options...
GTBlare Posted March 26, 2021 Share Posted March 26, 2021 (edited) I got a question and I guess this might more go into modeling itself than this addon, but I'm able to scale the dff model ok but when I play it ingame his feet is underground. I also tried moving "location" for both skin and bone and it has no effect on it. I'm still new to the modding scene and I must say your tool makes things way more easier since I couldn't get my hands on 3ds max and gmax isnt working well with Edit: nevermind i got it, if anyone else noob like me just remember the root bone (or whatever name bone is above the pelvis bone) does not get moved, but the rest of the bones can! Edited March 26, 2021 by GTBlare Link to comment Share on other sites More sharing options...
Federation Posted March 26, 2021 Share Posted March 26, 2021 On 3/23/2021 at 7:53 PM, DrMyHome said: How do I import map with texture? Do I need to export all of txd files? You need to unpack all TXD into the folder where you have DFF. I use RW_SDK for this, because it is able to unpack all the selected TXD to png, jpeg, bmp... Link to comment Share on other sites More sharing options...
Nelson01023 Posted April 18, 2021 Share Posted April 18, 2021 (edited) hey, this might be us messing something up, but models exported with DragonFF seem to break completely with the ragdoll mod. they'll look completely fine in game, but when they ragdoll, they break entirely and turn into these blobs: Spoiler note how the swat is completely fine unragdolled we literally started doing this sh*t today so we're new btw lmao so take this with a grain of salt. we think it's cause of the models being completely offset in the armature, as we noticed with dff viewer: our model: Spoiler default sa armyman for comparison: Spoiler note how the SA armyman's model accurately follows his rig, whereas our model just doesn't do so. if there's a way to fix it pls post it thx *UPDATE* it seemingly has nothing to do with rig positions, but we do suspect it has something to do with object hierarchies instead. note how in the second example, the object is parented to the root bone instead of the other way around. Edited April 20, 2021 by Nelson01023 Calvin.L 1 Link to comment Share on other sites More sharing options...
Robertson Posted April 19, 2021 Share Posted April 19, 2021 Is there a ipl support yet? Link to comment Share on other sites More sharing options...
RACERNELEGALNY Posted April 19, 2021 Share Posted April 19, 2021 suggest adding editing effects.fxp, the blender has a particle system Link to comment Share on other sites More sharing options...
GamingWithJumbo Posted April 26, 2021 Share Posted April 26, 2021 On 11/14/2020 at 3:00 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. i don't think dragonff is supported on blender 2.79 anyway, so i believe you might be using some other addon Link to comment Share on other sites More sharing options...
Kyrie Posted April 26, 2021 Share Posted April 26, 2021 Is it possible to add the Dual Textures ? If it's possible does it mean we can blend two textures smoothly ? Awesome work btw! Link to comment Share on other sites More sharing options...
arturgeyebaniyaxaxa Posted April 26, 2021 Share Posted April 26, 2021 Alright I honestly have absolutely no idea if it's something on my side but... Basically when I try to export my model (head.dff from San Andreas, CJ) and import it into player.img, the game ALWAYS crashes with no exceptions unless the original file is replaced back. Any ideas about this one? Link to comment Share on other sites More sharing options...
Colbertson Posted April 26, 2021 Share Posted April 26, 2021 2 hours ago, arturgeyebaniyaxaxa said: head.dff from San Andreas, CJ CJ models have multiple clumps for thin/fat/muscular, DragonFF cant handle those yet. One possibility would be to use RWAnalyze to mash something together. Link to comment Share on other sites More sharing options...
arturgeyebaniyaxaxa Posted April 27, 2021 Share Posted April 27, 2021 20 hours ago, Colbertson said: CJ models have multiple clumps for thin/fat/muscular, DragonFF cant handle those yet. One possibility would be to use RWAnalyze to mash something together. Oh well, I hope that'd be implemented soon Link to comment Share on other sites More sharing options...
wincentwega Posted April 30, 2021 Share Posted April 30, 2021 Hi everybody, first off, I'm new, so hi to you all I just installed blender 2.79 and now I want to add this tool to it, how to install these files inside the dragonff folder? Where to put them? Link to comment Share on other sites More sharing options...
Colbertson Posted April 30, 2021 Share Posted April 30, 2021 51 minutes ago, wincentwega said: blender 2.79 It wont work. Get the latest 2.9 version. Link to comment Share on other sites More sharing options...
UJIbU4 Posted May 3, 2021 Share Posted May 3, 2021 (edited) Hi! When trying to replace head of a character and then assigning (similary to original model) weights and vertex groups, trying to rotate head in pose mode makes head squash thin unlike original one. No rotation: [img]https://i.ibb.co/2n2LQCY/Normal.jpg[/img] Rotated 114 by z: [img]https://i.ibb.co/R2KjL3b/Rotated.jpg[/img] Edited May 3, 2021 by UJIbU4 Link to comment Share on other sites More sharing options...
GamingWithJumbo Posted May 5, 2021 Share Posted May 5, 2021 happens while loading washintn, washints, oceandrv, oceandn, airport(N) Parik 1 Link to comment Share on other sites More sharing options...
Lukakion Posted May 14, 2021 Share Posted May 14, 2021 When i export player replacement for VC the exported player has no shadows on his body. Link to comment Share on other sites More sharing options...
Lukakion Posted May 20, 2021 Share Posted May 20, 2021 (edited) How to fix this? I tried to modify playerh.dff. Edited May 20, 2021 by Lukakion Link to comment Share on other sites More sharing options...
Zhonmoo Posted June 3, 2021 Share Posted June 3, 2021 Is there a pather support yet? Link to comment Share on other sites More sharing options...