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DragonFF - Blender GTA I/O


Parik

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BrynnaDaRosa
4 minutes ago, SeanV said:

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

No such file or directory tells me your permissions may be messed up, and blender cant save any files to that location, period.

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5 minutes ago, BrynnaDaRosa said:

No such file or directory tells me your permissions may be messed up, and blender cant save any files to that location, period.


Yeah i have the same conclusion but.. i mean, it worked fine for 2h of work and i have succefully exported my skin (that i use in game RN) and suddendly it won't work anymore 😭
Any advice ?

I can save as a blender file or export FBX but don't work when i try to export with DragonFF

Edited by SeanV
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BrynnaDaRosa
4 minutes ago, SeanV said:


Yeah i have the same conclusion but.. i mean, it worked fine for 2h of work and i have succefully exported my skin (that i use in game RN) and suddendly it won't work anymore 😭
Any advice ?

I can save as a blender file or export FBX but don't work when i try to export with DragonFF

Strange. Try saving someplace else, man. That's weird.

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10 minutes ago, BrynnaDaRosa said:

Strange. Try saving someplace else, man. That's weird.


Tried this, even tried on my clean windows session, same error.

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BLENDER V3.1.0
First of all thanks for everything, blender addon is amazing and very useful.


But i have a problem sir if i figured out i will be very happy man. Because i am looking for over years this problem. Game won't start if i export and import, it does not matter edit or not.

 
PROBLEM IS THAT:
export model from player.img > import jeans.dff to blender > export jeans.dff (no editing just import export situation) from blender > import to player.img > Game Won't start

There is a video : 
Edited by 2fun
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Thunderhead

Hey, good work on that script. extremely useful.

However, do you have a link to a 2.79 version? I dont use the latest blender and I cannot find a single version of your script that works with 2.79. I know I did a while back however.

Thanks.

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Greetings. How to import part of an .IPL map into Blender? It seems to be found, but does not work. I specify DFF files, the place of the game, I press Import and nothing happens. What am I doing wrong?

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I have a script for working with 2dfx for blender3d 2.7, can anyone help adapt its code for blender 3+ ver🙂

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  • 3 weeks later...
DavidReyes2250
On 4/18/2021 at 6:05 AM, Nelson01023 said:

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:

  Reveal hidden contents

 

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:

  Reveal hidden contents

 

Screenshot_882.png

 

default sa armyman for comparison:


 

  Reveal hidden contents

 

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. 

 

I've done some comparisons with RW Analyze (with an unmodified model and another that is the same model but was exported from Blender) and there seem to be RW sections missing. I don't know anything about the technical composition of the skins, but maybe that's the problem or part of the problem.

But anyway, I hope they fix this problem since in Blender (for me) it's easy to make skins because in other programs it's a headache to rig a skin.


By the way, nice tool 👍

 

Edited by DavidReyes2250
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  • 2 weeks later...
RACERNELEGALNY

I export the skin and the game crashes
When I import it back there are no bones, the vertex groups are wrong, but the weight is correct
Where am I wrong

spacer.png

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RACERNELEGALNY

I tried to import a standard skin into an empty scene, and export it back to the game, the skeleton and bones are still not saved, I also tried to do this on version 2.82

Why is this happening

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21 hours ago, RACERNELEGALNY said:

I tried to import a standard skin into an empty scene, and export it back to the game, the skeleton and bones are still not saved, I also tried to do this on version 2.82

Why is this happening

I don't use Blender a whole lot, but I can only guess it's not exporting normals - normals are required for skinned models. DragonFF has a set of export settings that you may have to tweak to enable this

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RACERNELEGALNY
1 hour ago, Tut98 said:

I don't use Blender a whole lot, but I can only guess it's not exporting normals - normals are required for skinned models. DragonFF has a set of export settings that you may have to tweak to enable this

I tried, but the skeleton and vertex groups are still not exported. I did it the same way with the standard skin from the game, without editing. windows 10, blender 3.1.2 

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RACERNELEGALNY
5 hours ago, Tut98 said:

If in a hurry, I recommend using a different Blender plugin while waiting on help.

This works for Blender 2.7x, although I have no idea if it works with skins: http://gamerxserver.com/downloads/gtatools_for_blender_120812_R.zip

 

It was just necessary to remove the check mark from "selected only".  Extra cringe 🙉

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  • 4 weeks later...
1 hour ago, boomboom5950 said:

i dont see any releases? how do i download

4NJr2Fz.png

  • KEKW 2
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  • 2 weeks later...

Hi, sorry for bumping the thread but i've been having a problem that, for the life of me i cannot fix. I'd figure i'd ask in here since i'm using this tool and blender 2.82.

For some reason when i'm editing my character, i added a hair mesh/model to my model, specifically the truths hair, but for whatever reason the hair model is bright and shiny ingame at night, and during the day it's the same but it flickers.

I never had this problem in 3DSMax and i've run out of ideas on how to fix it. Hoping someone has run into this issue in the past and can help me.

 

Here are some images to give you a perspective

Here's nighttime, You can clearly see how bright the hair mesh is compared to the rest of the model.

E0ZGVZa.png

And here's daytime, Although it's you can't really see it, Depending on where i look, the hair flickers and lights up.

SzF4b7w.png

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@RyanHutch while I don't use Blender a whole lot, the lighting flashing issue usually occurs if the material color is not completely white.

 

Are you only exporting skin information and vertex normals? If you've got more export settings, a picture might help.

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34 minutes ago, Tut98 said:

@RyanHutch while I don't use Blender a whole lot, the lighting flashing issue usually occurs if the material color is not completely white.

 

Are you only exporting skin information and vertex normals? If you've got more export settings, a picture might help.

To tell you the truth i'm not 100% sure, I'm still learning the ins and outs of blender so the material stuff could be the issue.

Here's my export settings in the DragonFF export tab, hopefully this is right.

pYQ4fx7.jpg

I've fiddled with some of these settings but i've had no luck, FYI I even attempted vertex colors, Like making one for day and one for night but i had no luck, i'm not familiar with this stuff So i'm hoping i went wrong somewhere.

I've also done this in 3dsmax in the past and never had issues so maybe i'm just missing a step. But i am new to blender so.

 

 

 

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On 5/2/2020 at 2:39 AM, BS_BlackScout said:

@Haxardous
Go to Parik's GitHub, look at the forks, grab my fork (bscout9956). [I think it's updated enough, install it on Blender by downloading the master zip, make sure the only folder inside the zip is the gta folder]
Extract the stream IPLs from GTA3.IMG.
Use any IPL Decompiler or Binary IPL converting tool so you can get a regular IPL out of all these extracted streaming IPLs.

Place all of them inside gtasaroot/data/maps
e.g: gtasaroot/data/maps/las_stream1.ipl
Open Blender, import the base region you want, let's say... LAE.
Import LAE.ipl and all the other lae_stream*.ipl regions.

 

If you get stuck anywhere, just ping me.

_
@Parik I was looking at the code and maybe it would be a good idea to iterate over the maps folder looking for IPL/IDEs for each game. Just in case anyone has mods, or some files are missing in the py scripts, since it would be a less hardcoded way of making things work.
I could give it a shot but I don't do much OOP Python so it would probably be messy :P.

 

 

Hello. I exported all the DFF files from gta.img, put them in one folder and use DragonFF - Map import from Scene Properties. Everything is fine, the models appear, but some of them are of terrible quality. In your photo everything looks perfect. How to fix it? Screenshots below.

 

Spoiler

spacer.png

Spoiler

spacer.png

 

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@Dzifford IPLs located in the \data\maps\ directory are mostly LOD's. You'll want to import IPLs stored in gta3.img. These are binary and need to be decompiled before you are able to import them into Blender. Once decompiled, move the files into the \data\maps\ directory so that Blender is able to locate them. There is a bit of information on this here https://gtaforums.com/topic/956274-sa-all-ipl-files-in-readable-format/

 

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@Tut98 Thank you for your response. Yesterday I downloaded all the files from your theme, I pasted into the data folder. Then Blender was loading the map with no objects that were previously of poor quality. I must have done something wrong, I'll try again later. I'll let you know.

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MR GARFIELD

my problem is that when i make a car for gta vice city with blender using dragonff and using dff models extracted from gta3.img when exporting and installing the model does not appear or the game closes I use ggmm since it is the only one that works for me to install mods in vice city So what do I do to stop this from happening?

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Hey guys. Am I missing something? When I import a VC vehicle model into Blender and then immediately export and import into the VC game the game will crash whenever the aforementioned vehicle is loaded somewhere. I've changed export settings and have tried using both Blender 2.80 and Blender 3.2 .but absolutely nothing works... Also, I've noticed that the file size almost doubles when exported despite absolutely no changes being made is this normal?

 

Edit: Okay, I figured it out. In case anyone else has this issue, here is what you have to do - delete the 'default' camera, cube and light folder then export and the game should no longer crash.

Edited by MARINA
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