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DragonFF - Blender GTA I/O


Parik

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MaurícioAl10
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 by MaurícioAl10
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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 by haywire404
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  • 2 weeks later...

hey, I have a problem relating to exporting vehicles, as in Blender, they car bonnet looks alright and everything is fine

 

Spoiler

FSrYEC9.png

 

but when I export it and put it into the game, it suddenly looks like this

 

Spoiler

ri58HqW.png

 

I'll add, that I made these faces myself, as in I deleted the old ones and made completely new ones

Spoiler

1z4b19a.png

 

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 by fusiiion
missclicked
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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.

pSeG0iC.png

Select the 2nd UV map and move the broken faces into the right place.

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4 hours ago, Colbertson said:

My guess would be the envmap UV not working right when you make the new faces.

pSeG0iC.png

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

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  • 2 weeks later...

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?

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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

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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.

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  • 2 weeks later...
  • 2 weeks later...

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 by GTBlare
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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...

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  • 4 weeks later...
Nelson01023

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

 

f030082db7.png

 

 

 

 

 

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

 

Screenshot_882.png

 

default sa armyman for comparison:


 

Spoiler

 

Screenshot_883.png

 

 

 

 

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 by Nelson01023
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GamingWithJumbo
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

 

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Is it possible to add the Dual Textures ? If it's possible does it mean we can blend two textures smoothly ? Awesome work btw!

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arturgeyebaniyaxaxa

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?

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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.

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arturgeyebaniyaxaxa
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

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wincentwega

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?

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51 minutes ago, wincentwega said:

blender 2.79

It wont work.
Get the latest 2.9 version.

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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 by UJIbU4
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GamingWithJumbo

unknown.png

happens while loading washintn, washints, oceandrv, oceandn, airport(N)

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  • 2 weeks later...

When i export player replacement for VC the exported player has no shadows on his body.

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How to fix this? I tried to modify playerh.dff.

N425uk.png

Edited by Lukakion
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  • 2 weeks later...

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