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DragonFF - Blender GTA I/O


Parik

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@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.

 

 

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  • 1 month later...
endochronic_

Does the plugin support CJ models dff? I tried to import it but it gives me an error pop-out

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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.

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endochronic_
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 by Terrc87
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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. 

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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).

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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

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22 hours ago, RACERNELEGALNY said:

как правильно отобразить освещение как в игре???

Я старался

 

spacer.png

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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.

 

 

 

   

 

 

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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.

   

 

 

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  • 3 weeks later...

Hi, i tried this with blender 3.3 and 3.0, but i cant import maps, something load but nothing appears.

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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?

   

 

 

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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"

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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.

   

 

 

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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.

   

 

 

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  • 3 weeks later...

@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.

YohmRnp.png


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.

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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. 

   

 

 

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  • 2 weeks later...
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)

   

 

 

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