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DragonFF - Blender GTA I/O


Parik

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bigmassiveman

hello @Parik i love the plugin it works very well with singular imports but im trying ot import every .dff file from the game into blender and around 200 files it just stopps and gives me this error:https://imgur.com/a/wl2bpK4JA9TWqt.png

 

i can delete the file and it works but now i have to manually go through all 16000 dff files 1 by 1 , is there any way to find out which ones are working and why?

 

thanks for the help!

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BS_BlackScout

Parik has added alpha support to the master branch. Thanks!!
EDIT: A little bug report, Skip LOD fails with GTA III and Vice City, seems to mostly work with SA. Maybe a workaround would be to namecheck?
EDIT 2: Maybe? https://github.com/bscout9956/DragonFF/commit/22ac4e654b247d67b835ce0c0dc68bc578fb5f38 (check commit history)
EDIT 3: Trying to see why this happens on map imports (dupes (damaged models), not the rotation):
7NvCPNE.png
EDIT 4: It seems like the LOD check is very broken, however, just checking for LOD in the name seems safer.
Street Lights and other props don't spawn when Skip LOD Objects is selected (e.g: LAn.ipl and stream files on my branch)

Edited by BlackScout
typo
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RACERNELEGALNY

I'm trying to make uv anim, but it doesn't work, what am I doing wrong?
I export and it doesn't work
==================================
Sorry, it works, there are several identical objects in the game. In the screenshots you can see how to do it correctly

W9tcW8y.png

 

st5TrrZ.png

 

bMT3UOc.png

Edited by RACERNELEGALNY
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  • 3 weeks later...
8 hours ago, quarazi said:

how to fix it??? in the game the glasses are bent


IN BLENDER
1699cccca157.png
 

IN GAME
cb755a91b327.png

Check normals faces in blender

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Strange behavior of normals on the model.
I imported the dff model to the scene, decided to remove the "double" vertices (M > By Double), about 2 thousand vertices were removed, I returned as it was and realized that ALL the vertices of the model were duplicated, what happened?

EbQlOPF.png

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f*ck to the yes, hope this istill being worked on since i would love to have some gta iv/V / r.a.g.e alternative in blenger since i find it a lot easier and fun to use than autodesk solutions

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On 4/27/2020 at 7:46 PM, BS_BlackScout said:

The WIP IPL feature is pretty cool!
ls2.png

EDIT: A little bit of tweaking, forking and weird conversions later:
jeff.jpg

Can't wait for streaming IPLs support :)

No props though, I wonder what's wrong.

 

How did you managed to the textures look like this? Mine looks like your first picture.

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  • 3 weeks later...

Hello. I noticed a very unpleasant nuance when exporting - Weld vertex is not accepted on newly created models. Because of what the normals look unsmoothed, and the excessive weight of the file itself. This is fixed by importing the model back into blender and applying all anti-aliasing again, but not always. Sharp edges are visible after re-importing in edit mode, although all anti-aliasing was applied to the model in the editor prior to export.

Edited by TNDY
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  • 3 weeks later...
RACERNELEGALNY

The collision is not fully imported

jbcdXkGlLDQ.jpg?size=2560x734&quality=96

Edited by RACERNELEGALNY
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54 minutes ago, RACERNELEGALNY said:

The collision is not fully imported

Boxes in collisions aren't supported yet.

 

 

On 12/14/2021 at 11:13 PM, TNDY said:

Hello. I noticed a very unpleasant nuance when exporting - Weld vertex is not accepted on newly created models. Because of what the normals look unsmoothed, and the excessive weight of the file itself. This is fixed by importing the model back into blender and applying all anti-aliasing again, but not always. Sharp edges are visible after re-importing in edit mode, although all anti-aliasing was applied to the model in the editor prior to export.

There's a new branch to fix geometry exporting issues: https://github.com/Parik27/DragonFF/tree/new-export

   

 

 

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I'm new on blender And I just imported a skin 
but I don't know what happened here

Image

and How I can fix it?

sorry if I'm too bad, I just start doing mods on blender today,
anyway ingame models are okay, but it really annoying to model like this.

gallery147.jpg

 

Edit: Updated to new version and it fixed!

Edited by Calvin.linardi
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  • 4 weeks later...

Has anybody any idea how to import maps? When I try it doesn't show any erros and nothing happens.

Edited by DARIOcaptain
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hi i need help how i can edit cj clothes in blender 
I'm using version 2.75 and I can modify the characters but I can't modify the cj clothes
 

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On 10/11/2021 at 12:08 AM, BS_BlackScout said:

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)

N1ze6sb.png

 

Side Effect:

ofc0tsC.png

Happens the same on dff imports, any idea on fixing it? I imported a dff of the house from map and everything that should be transparent is black.

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1 hour ago, DARIOcaptain said:

Happens the same on dff imports, any idea on fixing it? I imported a dff of the house from map and everything that should be transparent is black.

Doesn't happen anymore. It was fixed 4 months ago

   

 

 

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13 hours ago, BrynnaDaRosa said:

 Fix it yourself.

unknown.png

Change blend mode & shadow mode off of opaque to alpha hashed or alpha clip.

Nothing changed, also since there aren't any tutorials about rendering vehicles is there a way to make vehicle windows transparent?

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Hello...
1 year ago when i import the model with blender 2.9 the model texture looks normal, but now when i used blender 3.0 the model texture was transparant. 

I have changed back to 2.9 but the model still transparant. what should i do?

spacer.png

 

thank you 

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Did SA Player models or clothing models Import export really not supported at this moment?

AR6yD9Q.png

 

I tried to import some of CJ body part and clothing and it gives me this error messages

the game also crash when I tried to use my custom clothing items.

Edit:
Ahh so it doesn't support multiple clumps DFF
I hope it would be supported in future, also 
I really wish this issue can be fixed 
https://gtaforums.com/topic/925364-dragonff-blender-gta-io/?do=findComment&comment=1071525425

 

Edited by Calvin.linardi
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1 hour ago, XG417 said:

Is it possible to export vehicle collisions - and just that - for GTA 3?

yes possible, but you must do it separated from models DFF.

make a collisions Just like SA but you export it separated using export col on dragonFF export sections.

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  • 2 weeks later...

Can someone help me with this:

spacer.png

 

This building has bugged texture (not showing in game) and I wanted to fix it but this happens. It has 5 parts each one has it's own texture, one of them is wrong which needs to be replaced by missing texture. However none of other textures are showing, only one and it looks bad (picture above). I'm not sure what's going on here. Any help would be appreciated!

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  • 2 weeks later...
IcebearJustice

I tried adding my skins into my server but this shows up

[14:11:19] [warning] Could not validate 0xDCBADFD6.dff. Error(44007:0x116) Deleting..
[14:11:20] [warning] Could not validate 0x380696DE.dff. Error(44007:0x116) Deleting..
[14:11:21] [warning] Could not validate 0xFD0DB3A0.dff. Error(44007:0x116) Deleting..
[14:11:22] [warning] Could not validate 0xE29D6C11.dff. Error(44007:0x116) Deleting..

Anyone have any idea how to fix this?

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  • 3 weeks later...

Hello guys, i have been using DragonFF for the first time today, worked fine for my first skin (to replace the baseball bat).
But since my last export, i get this error anytime i try to export.. with every .dff files i have tried.
Even with an original untouched model from gta sa, tried to import then export without touching it and i get this error.

spacer.png

Edited by SeanV
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