Ngajet Posted July 1, 2021 Share Posted July 1, 2021 (edited) i having an issue for exporting new skin. This is from blender: https://imgur.com/gy5DY5D In-game: https://imgur.com/XokD7s1 Edited July 1, 2021 by Ngajet wrong format Carlo_Magno 1 Link to comment Share on other sites More sharing options...
SunnyCruiser80 Posted July 1, 2021 Share Posted July 1, 2021 On 7/1/2021 at 4:50 PM, Ngajet said: i having an issue for exporting new skin. This is from blender: https://imgur.com/gy5DY5D In-game: https://imgur.com/XokD7s1 try rotating its axis maybe Link to comment Share on other sites More sharing options...
Ngajet Posted July 1, 2021 Share Posted July 1, 2021 (edited) On 7/1/2021 at 8:13 PM, SunnyCruiser80 said: try rotating its axis maybe i have tried but no change, also sometimes the model messed up when i walk. https://imgur.com/0bsfEN9 Edited July 1, 2021 by Ngajet add image Link to comment Share on other sites More sharing options...
Colbertson Posted July 1, 2021 Share Posted July 1, 2021 On 7/1/2021 at 1:50 PM, Ngajet said: i have tried but no change Rotating in object mode isnt "permanent", you have to apply transforms with Ctrl+A. Link to comment Share on other sites More sharing options...
Ngajet Posted July 2, 2021 Share Posted July 2, 2021 (edited) On 7/2/2021 at 3:31 AM, Colbertson said: Rotating in object mode isnt "permanent", you have to apply transforms with Ctrl+A. image 1 image 2 ok, just found where the problem is. i have join both models and delete old one, when in pose mode to move the bone, the skin did not moving just like in first image. and i dont know how to attach bones and skin Edited July 2, 2021 by Ngajet correction Lukakion 1 Link to comment Share on other sites More sharing options...
Colbertson Posted July 2, 2021 Share Posted July 2, 2021 On 7/2/2021 at 8:07 AM, Ngajet said: how to attach bones and skin This is called rigging, there are quite a few good tutorials about it on youtube. Ofcourse none for specifically SA but the idea is the same. Link to comment Share on other sites More sharing options...
MadeOfPuddin Posted July 8, 2021 Share Posted July 8, 2021 (edited) When importing voodoo.dff, then exporting it as it is and plugging it into the game, some materials are switched (vehiclegeneric256 becomes glass for some reason), UVs get butchered and the camera height seems off. Also, the exported model is larger in size, even though I haven't done anything to it. Any idea how to overcome these issues? Before After Different Material with Butchered UVs Edited July 8, 2021 by MadeOfPuddin Grammar; switched up before and after pics Link to comment Share on other sites More sharing options...
RACERNELEGALNY Posted July 11, 2021 Share Posted July 11, 2021 (edited) how to bake lighting in vertex colours? ---- Since Blender V2.92 Vertex Color baking from light is built-in using Cycles engine Everything turned out to be just easier Edited July 14, 2021 by RACERNELEGALNY found a solution Link to comment Share on other sites More sharing options...
RACERNELEGALNY Posted July 12, 2021 Share Posted July 12, 2021 When I import the model into the blender, everything is fine. If I export the model to .dff And import it into the blender again, the sharps get lost, disappear. It turns out that after exporting, the shading of the model becomes incorrect. What am I doing wrong how I do: https://imgur.com/a/cpkcQYV after export: https://imgur.com/a/cEeBlSm Link to comment Share on other sites More sharing options...
Dmitrysass Posted July 16, 2021 Share Posted July 16, 2021 On 7/11/2021 at 11:24 PM, RACERNELEGALNY said: how to bake lighting in vertex colours? ---- Since Blender V2.92 Vertex Color baking from light is built-in using Cycles engine Everything turned out to be just easier Why bake color vertexes? You can just add them to the "ColorVertex List" and that's it, the script will do everything by itself. Link to comment Share on other sites More sharing options...
RACERNELEGALNY Posted July 16, 2021 Share Posted July 16, 2021 On 7/16/2021 at 3:40 PM, Dmitrysass said: Why bake color vertexes? You can just add them to the "ColorVertex List" and that's it, the script will do everything by itself. yes, but in order for them to be created from a light source (sun, point, ...), and not made manually, you need to click the "Bake" button. Link to comment Share on other sites More sharing options...
RACERNELEGALNY Posted July 16, 2021 Share Posted July 16, 2021 This is a standard gunbox. On the right is what I get after exporting. unnecessary sharps. I do not know why they appear. how can I fix this? Link to comment Share on other sites More sharing options...
Parik Posted July 19, 2021 Author Share Posted July 19, 2021 On 7/17/2021 at 2:36 AM, RACERNELEGALNY said: This is a standard gunbox. On the right is what I get after exporting. unnecessary sharps. I do not know why they appear. how can I fix this? Uncheck "Use Edge Split" while importing. The DFF file doesn't store sharp information. While importing, the plugin will mark the duplicate vertices as sharp so you don't have to work with two sets of vertices (because the format doesn't support different materials/normals/etc. for the same vertex so they have to be duplicated). Link to comment Share on other sites More sharing options...
RACERNELEGALNY Posted July 20, 2021 Share Posted July 20, 2021 how do attach a collision to the dff ? Link to comment Share on other sites More sharing options...
MCast1e Posted July 31, 2021 Share Posted July 31, 2021 (edited) That's cool and all but one question. Animation support when Using this plugin since 2.8 release, still have 2.79 for animations (and i hate it) Edited August 1, 2021 by MCast1e Link to comment Share on other sites More sharing options...
squidiskool Posted August 12, 2021 Share Posted August 12, 2021 This tool is awesome! Can't wait for IV/V support. BrynnaDaRosa 1 Link to comment Share on other sites More sharing options...
motouboynyy Posted August 16, 2021 Share Posted August 16, 2021 (edited) please help guys. don't know how to fix it. so with any model when importing Edited August 16, 2021 by motouboynyy Link to comment Share on other sites More sharing options...
MikeTheFurryFoX Posted August 28, 2021 Share Posted August 28, 2021 This happends when i try to export a skin and bones model, is there a way to make it import it correctly? Link to comment Share on other sites More sharing options...
maxsonmx11 Posted September 15, 2021 Share Posted September 15, 2021 Hey can someone help me? I'm totally new and I'm stumped. It's the first time i'm using blender and i've been trying to open a dff file in it. I downloaded the zip provided here and pointed to it in the add ons section and enabled it. But how do i open the dff file now? Trying to use file > open but I can't see the dff, it's like it's not detecting it. Link to comment Share on other sites More sharing options...
Colbertson Posted September 15, 2021 Share Posted September 15, 2021 6 hours ago, maxsonmx11 said: Trying to use file > open File > import Link to comment Share on other sites More sharing options...
maxsonmx11 Posted September 15, 2021 Share Posted September 15, 2021 52 minutes ago, Colbertson said: File > import It's alright, I switched to 3DS max and figured it out. I'm now in unity, have applied the skin/texture (I believe) to the model, loaded the vrc sdk successfully, and need to figure out what's next Link to comment Share on other sites More sharing options...
GLOT Posted September 28, 2021 Share Posted September 28, 2021 after export, some cars (san andreas) without shade, how can i fix it? Link to comment Share on other sites More sharing options...
Tut98 Posted September 29, 2021 Share Posted September 29, 2021 On 9/28/2021 at 12:37 PM, GLOT said: after export, some cars (san andreas) without shade, how can i fix it? It might help to see how the cars look, but I will assume you mean they have no shading - in this case, check that the materials has specular maps plugged in and that you're exporting vertex normals. Do not export vertex colors. Link to comment Share on other sites More sharing options...
GLOT Posted September 29, 2021 Share Posted September 29, 2021 (edited) 2 hours ago, Tut98 said: It might help to see how the cars look, but I will assume you mean they have no shading - in this case, check that the materials has specular maps plugged in and that you're exporting vertex normals. Do not export vertex colors. after export Spoiler before export Spoiler Edited September 29, 2021 by GLOT Link to comment Share on other sites More sharing options...
Tut98 Posted October 1, 2021 Share Posted October 1, 2021 On 9/29/2021 at 10:30 PM, GLOT said: after export Hide contents before export Hide contents It looks like your new DFF is missing the original .col file. Vehicle models has their collisions embedded in their DFF. These collisions contain both collision mesh and shadow mesh. Link to comment Share on other sites More sharing options...
RACERNELEGALNY Posted October 4, 2021 Share Posted October 4, 2021 What is the difference between environment, reflection and specular? I tried to apply them all in turn to the sunglasses object, only enivoriment is visible in the game Link to comment Share on other sites More sharing options...
Tut98 Posted October 4, 2021 Share Posted October 4, 2021 6 hours ago, RACERNELEGALNY said: What is the difference between environment, reflection and specular? I tried to apply them all in turn to the sunglasses object, only enivoriment is visible in the game Environment mapping is used by objects and vehicles for the fake reflections seen on parts e.g chrome. Only vehicles support Specular material and is used to show their normals while also adding a faint highlight on top of its surface. I'm not really sure what the Reflection material is for, but I guess it's unused for GTA. Link to comment Share on other sites More sharing options...
BS_BlackScout Posted October 10, 2021 Share Posted October 10, 2021 (edited) Is there a reason why by default the alpha output from the Image Texture isn't connected to the Principled BDSF alpha's input? (Happens on ipl imports, unsure about dffs) Side Effect: Edited October 10, 2021 by BlackScout Link to comment Share on other sites More sharing options...
RACERNELEGALNY Posted October 12, 2021 Share Posted October 12, 2021 On 11.10.2021 at 01:08, BlackScout said: Есть ли причина, по которой по умолчанию альфа-выход из текстуры изображения не связан с альфа-входом Principled BDSF? (Бывает при импорте ipl, неуверенный в dffs) Побочный эффект: SunnyCruiser80 and BS_BlackScout 2 Link to comment Share on other sites More sharing options...
BS_BlackScout Posted October 12, 2021 Share Posted October 12, 2021 4 minutes ago, RACERNELEGALNY said: Duh. Of course. The problem is that this should happen automatically. There are dozens of textures with alpha channels. If I were to do this to every tree it would take me forever. In fact, I have done it and it took me forever. Link to comment Share on other sites More sharing options...