Tut98 Posted July 21, 2022 Share Posted July 21, 2022 @MARINA it sounds like those objects are unsupported by GTA - if you do need them in your scene, a different fix would be to choose 'exported selected' when exporting to GTA. This only exports your current selected objects. Link to comment Share on other sites More sharing options...
endochronic_ Posted August 22, 2022 Share Posted August 22, 2022 Does the plugin support CJ models dff? I tried to import it but it gives me an error pop-out Link to comment Share on other sites More sharing options...
Parik Posted August 31, 2022 Author Share Posted August 31, 2022 On 8/22/2022 at 8:40 PM, Terrc87 said: Does the plugin support CJ models dff? I tried to import it but it gives me an error pop-out I added experimental support for these models. You can get it from https://github.com/Parik27/DragonFF/tree/multi-clump if you want to test it. BrynnaDaRosa 1 Link to comment Share on other sites More sharing options...
endochronic_ Posted August 31, 2022 Share Posted August 31, 2022 (edited) 11 hours ago, Parik said: I added experimental support for these models. You can get it from https://github.com/Parik27/DragonFF/tree/multi-clump if you want to test it. Thanks a bunch! I'm using it and been testing it and it works flawlessly (on misc clothes that is) Edited August 31, 2022 by Terrc87 Link to comment Share on other sites More sharing options...
endochronic_ Posted August 31, 2022 Share Posted August 31, 2022 (edited) 13 hours ago, Parik said: I added experimental support for these models. You can get it from https://github.com/Parik27/DragonFF/tree/multi-clump if you want to test it. theres seems a problem on fat and ripped clumps, i just tested it on CJ head model and while the normal clump is just fine whatsoever but the other two is messed up. I also tried on by doing another import method by enabling read material split and disabling use edge split without doing any editing and just straight to export and it giving me different result after exporting, but its slighty messed up than the default import option in-game https://imgur.com/a/NoDwMep Edited August 31, 2022 by Terrc87 Link to comment Share on other sites More sharing options...
Parik Posted September 2, 2022 Author Share Posted September 2, 2022 On 8/31/2022 at 9:48 PM, endochronic_ said: theres seems a problem on fat and ripped clumps, i just tested it on CJ head model and while the normal clump is just fine whatsoever but the other two is messed up. I also tried on by doing another import method by enabling read material split and disabling use edge split without doing any editing and just straight to export and it giving me different result after exporting, but its slighty messed up than the default import option in-game https://imgur.com/a/NoDwMep I'll look into it. It looks messed up because game generates the player model by combining all three clumps together and morphing them based on the fat/muscle values. endochronic_ 1 Link to comment Share on other sites More sharing options...
Parik Posted September 4, 2022 Author Share Posted September 4, 2022 On 8/31/2022 at 9:48 PM, endochronic_ said: theres seems a problem on fat and ripped clumps, i just tested it on CJ head model and while the normal clump is just fine whatsoever but the other two is messed up. I also tried on by doing another import method by enabling read material split and disabling use edge split without doing any editing and just straight to export and it giving me different result after exporting, but its slighty messed up than the default import option in-game https://imgur.com/a/NoDwMep Update on this: I've pushed a temporary fix for it on the multi-clump branch. It was caused by different order of vertices in the output (because DragonFF exports vertices based on faces and the faces have different order in the default models). You can use it to edit existing player models for now, but a more permanent solution with error checking might be necessary for complex operations (like adding/removing vertices). endochronic_ 1 Link to comment Share on other sites More sharing options...
dümenci Posted September 15, 2022 Share Posted September 15, 2022 On 3/24/2020 at 12:14 AM, Parik said: I clearly see unnamed.0 selected in your screenshot It depends on what export options you select Hello, when I export the model and textures in blender, the model turns black and the textures are not added to the mesh. even if I put the textures I use in the txd file it doesn't work. Can you help Link to comment Share on other sites More sharing options...
RACERNELEGALNY Posted September 29, 2022 Share Posted September 29, 2022 how to display the lighting correctly as in the game?? I tried Link to comment Share on other sites More sharing options...
Federation Posted September 30, 2022 Share Posted September 30, 2022 22 hours ago, RACERNELEGALNY said: как правильно отобразить освещение как в игре??? Я старался Parik and RACERNELEGALNY 2 Link to comment Share on other sites More sharing options...
Parik Posted October 1, 2022 Author Share Posted October 1, 2022 A few more updates on the upcoming multi-clump branch. I'm experimenting with importing the CJ player models as shape keys so you can edit all three clumps simultaneously and conveniently. endochronic_, BrynnaDaRosa, Federation and 3 others 4 2 Link to comment Share on other sites More sharing options...
RACERNELEGALNY Posted October 1, 2022 Share Posted October 1, 2022 Are there any plans to implement ifp and fxp support? Link to comment Share on other sites More sharing options...
Parik Posted October 3, 2022 Author Share Posted October 3, 2022 On 10/1/2022 at 3:16 PM, RACERNELEGALNY said: Are there any plans to implement ifp and fxp support? IFP yes, FXP no. I have updated the multi-clump branch with the feature I mentioned above (Importing player models as shape keys; https://github.com/Parik27/DragonFF/tree/multi-clump). You will need to disable Edge Split while importing to get it to export properly. Federation 1 Link to comment Share on other sites More sharing options...
JakDaniels Posted October 20, 2022 Share Posted October 20, 2022 Hi, i tried this with blender 3.3 and 3.0, but i cant import maps, something load but nothing appears. Link to comment Share on other sites More sharing options...
Alex Furlani Posted October 20, 2022 Share Posted October 20, 2022 Will be possibly to make a option to add paths atached to an object? Link to comment Share on other sites More sharing options...
Parik Posted October 21, 2022 Author Share Posted October 21, 2022 14 hours ago, JakDaniels said: Hi, i tried this with blender 3.3 and 3.0, but i cant import maps, something load but nothing appears. This should be fixed in the latest commit. 11 hours ago, Alex Furlani said: Will be possibly to make a option to add paths atached to an object? Not sure what you mean by that, could you explain further? Link to comment Share on other sites More sharing options...
LMK777 Posted November 6, 2022 Share Posted November 6, 2022 On 7/31/2020 at 2:23 PM, XG417 said: 1) Did you download the right file? The file should be named dragonff-v0.1.1.zip and not DragonFF-Master.zip. 2) Did you install it correctly? Preferences > Addons > Install > Select dragonff-v0.1.1.zip, and it should show up automatically When I try to add the zip into blender i get an error that says "Syntaxerror: Invalid Syntax" Link to comment Share on other sites More sharing options...
Parik Posted November 6, 2022 Author Share Posted November 6, 2022 12 minutes ago, LMK777 said: When I try to add the zip into blender i get an error that says "Syntaxerror: Invalid Syntax" Use the latest version of Blender. Link to comment Share on other sites More sharing options...
Lizardx Posted November 11, 2022 Share Posted November 11, 2022 How can I export more than 5 MB from dff file? Link to comment Share on other sites More sharing options...
Parik Posted November 11, 2022 Author Share Posted November 11, 2022 6 hours ago, Lizardx said: How can I export more than 5 MB from dff file? 1. Create a sphere with 32 segments and 16 rings, then apply the subdivision multiplier level 2. 2. Make 20 identical spheres by duplicating the first one. 3. Export the DFF. It will export a dff file of size 36 MB (36 > 5) But seriously, there's no particular limit on the size of the DFF file. If your model has too many vertices, it will fail to export. You will need to split it into multiple objects if you do not want to reduce the vertices count. Link to comment Share on other sites More sharing options...
Bratanchik64 Posted November 19, 2022 Share Posted November 19, 2022 how to download branches in github? Link to comment Share on other sites More sharing options...
chsnn Posted December 5, 2022 Share Posted December 5, 2022 @Parik First of all, much thanks for your effort put into creating & developing such great addon. I believe i've found what presumably seems to be bug, and wanted to report it. Those settings which are visible on screenshot, seems to not load correctly after re-importing vehicle model. For example, i've unticked both day and night vertex colors, and also unmarked Export UV Map 2 - but after importing model, they are still marked. Blender version: 3.3.1 DragonFF: latest, as of today. Link to comment Share on other sites More sharing options...
Parik Posted December 7, 2022 Author Share Posted December 7, 2022 On 12/5/2022 at 10:22 PM, chsnn said: -snip- Read my explanation of why these are always checked in the pull request: https://github.com/Parik27/DragonFF/pull/200 ``` The UV Maps and Vertex Colour Export options are meant to be for disabling the export of vertex colours temporarily. Adding an additional step of requiring to check another box to add vertex colours/uvs to an object is undesirable. ``` Basically, these options when checked will only work if the model has a vertex colour or a UV map. So if your model doesn't have a UV Map or a vertex colour, the exported model will not have either regardless of whether these boxes are checked or not. Link to comment Share on other sites More sharing options...
Haxardous Posted December 7, 2022 Share Posted December 7, 2022 If anyone is looking for an introductionary tutorial, checkout https://forum.multitheftauto.com/topic/138847-tut-3d-modelling-in-blender-mtasa/ Muksinjo and BrynnaDaRosa 1 1 Link to comment Share on other sites More sharing options...
Muksinjo Posted December 8, 2022 Share Posted December 8, 2022 I installed it, but when i try to enable it i get this error. Can someone help me? Link to comment Share on other sites More sharing options...
LennyMane Posted December 18, 2022 Share Posted December 18, 2022 I always get a error message when I import Cj's models, for example a hoodie. Link to comment Share on other sites More sharing options...
Parik Posted December 25, 2022 Author Share Posted December 25, 2022 On 12/18/2022 at 3:06 PM, LennyMane said: I always get a error message when I import Cj's models, for example a hoodie. Use the multi-clump branch (https://github.com/Parik27/DragonFF/tree/multi-clump) Link to comment Share on other sites More sharing options...
Alex Furlani Posted January 24 Share Posted January 24 WIll this include gta 3 path editor? Link to comment Share on other sites More sharing options...
MasterOfRohliks Posted January 27 Share Posted January 27 please keep updating this, i hate how 3DS Max & ZModeler cost money, its annoying Link to comment Share on other sites More sharing options...
kamikami333 Posted March 10 Share Posted March 10 Bug Report Some models have inverted mesh. This causes the textures to collapse. Thank you. https://imgur.com/a/PF2nmxK Link to comment Share on other sites More sharing options...