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DragonFF - Blender GTA I/O


Parik

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On 6/11/2019 at 9:42 PM, Parik said:

You're supposed to "Apply Scale" (Press Ctrl+A, then click on Scale. or go to Object > Apply > Scale on the top of the viewport.) or scale in the edit mode.

Thanks for help! :D

I have another problem now, I create a dff file and when i import this in 2.79b blender i got this message:

z7hyYI5.png

I save in 2.80 blender as object type and import in 2.79b blender as other type, but i import in 2.80 is good.

Here is the addon: https://drive.google.com/open?id=1F6RENU8BWexHasJbt1TrcKxuOSx0wHAH

I downloaded from sa-mp forum. (https://forum.sa-mp.com/showthread.php?t=643636)

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24 minutes ago, t1tch said:

Thanks for help! :D

I have another problem now, I create a dff file and when i import this in 2.79b blender i got this message:

z7hyYI5.png

I save in 2.80 blender as object type and import in 2.79b blender as other type, but i import in 2.80 is good.

Here is the addon: https://drive.google.com/open?id=1F6RENU8BWexHasJbt1TrcKxuOSx0wHAH

I downloaded from sa-mp forum. (https://forum.sa-mp.com/showthread.php?t=643636)

Well there's nothing I can do about that script. It supports a limited number of types of dff structures, though I think if you select "Other" while importing it should work.

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6 minutes ago, Estet said:

@Parik Hello, my problem with the export model is solved?

I'm unable to reproduce the issue, the model exports correctly with all the textures set. Are you sure you've called them dt_road and canc in the texture file?

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On 6/13/2019 at 3:08 AM, t1tch said:

Thanks for help! :D

I have another problem now, I create a dff file and when i import this in 2.79b blender i got this message:

z7hyYI5.png

I save in 2.80 blender as object type and import in 2.79b blender as other type, but i import in 2.80 is good.

Here is the addon: https://drive.google.com/open?id=1F6RENU8BWexHasJbt1TrcKxuOSx0wHAH

I downloaded from sa-mp forum. (https://forum.sa-mp.com/showthread.php?t=643636)

This supplement is very old. (2011 year)

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It's great to see that Blender is getting some love too, and I hope this will grow as big as the 3dsMax plugins.

I can't wait to export .cols with the .dff, since you can't really do it without 3dsMax afaik.

I know you recommended CollEditor2, but it's just giving me an error (Stream Read Error) when I try to link the .col to my .dff

 

Anyway, it's still great, the material options (like bump maps...) are really nice.

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2 hours ago, Freed8m said:

It's great to see that Blender is getting some love too, and I hope this will grow as big as the 3dsMax plugins.

I can't wait to export .cols with the .dff, since you can't really do it without 3dsMax afaik.

I know you recommended CollEditor2, but it's just giving me an error (Stream Read Error) when I try to link the .col to my .dff

 

Anyway, it's still great, the material options (like bump maps...) are really nice.

Painlessly you can do a collision through the program kdffgui.

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I'm planning to complete the COL Exporter before I release Beta 0.3.

 

On 6/16/2019 at 2:55 PM, Estet said:

Much time has passed since the last release. When is there update news?

I didn't have much time to work on the plug-in in recent days except to fix some bugs and minor features. There's a lot of work done though since the last update, including the addition of material colour presets and also a map importer for GTA 3 (which I plan to update to other GTAs later along with the export).

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Wow. I am surprised by this news. Once I used the old script for blender 2.76 and I really liked it, but there were a lot of flaws. The author is well done!

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Thanks for the anwsers! I'll try kdffgui, as you suggested.

Also, the news sound great! Material colour presets, and map importer sound awesome. 👍

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  • 3 weeks later...
Dmitrysass

Please help. Applied all the transformations with the object but in the game it forks and turns over.

 

Wq6m7lV.png)

 

EPjKhSn.png

 

 

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Dmitrysass
23 hours ago, Dmitrysass said:

Please help. Applied all the transformations with the object but in the game it forks and turns over.

 

Wq6m7lV.png)

 

EPjKhSn.png

 

 

Agreed.

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Well I guess you could rotate it in Blender to counter that rotation. 🤷‍♂️

 

I can't tell without looking at that SAMP object creation code and the blend file.

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Junior_Djjr
On 7/7/2019 at 3:55 AM, Parik said:

I can't tell without looking at that SAMP object creation code and the blend file.

It's MTA.

 

Please focus on making the basic usable, I went to test it by opening two vanilla game models (fcr900 and elegant), and exporting doesn't work.

11.jpg

Blender 2.8. I also tried with last 2.79b, and the file gets corrupted.

And when I try to import a bike that I'm creating, this:

11.jpg

Same in 2.8 and 2.79b.

So I tested the dev version on github, same problem. With that one, fcr900 is exported, but again, file corrupted.

I just can't make it work.

Edited by Junior_Djjr
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Yeah sorry, got them both confused.

 

For the newest Blender 2.8 version, you will have to use the latest version from the GitHub repository to be able to import/export because of a Blender API change after the version was released.

 

I don't know what you mean by "file corrupted". Would like some more information on that.

Edited by Parik
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By the way, the release of a stable version of the blender is coming soon. I would like to see by this time a tool with a collision work.

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Junior_Djjr
21 hours ago, Parik said:

Yeah sorry, got them both confused.

 

For the newest Blender 2.8 version, you will have to use the latest version from the GitHub repository to be able to import/export because of a Blender API change after the version was released.

 

I don't know what you mean by "file corrupted". Would like some more information on that.

In the released version I tested in-game, but in the github version apparently I didn't test in-game, but only ZModeler (I had no hope in-game because it's a development version), but I tested with the FCR-900 and it worked in-game, only in ZModeler it's never possible to open the file, even if re-converted with RwAnalyze.
I would be ok not to use ZModeler in my current work, but the bike I'm working causes the import problem mentioned above, and the problem is solved after I remove the fork_front (I'm not sure exactly what the reason is), so only choice I have is delete and put again by ZModeler, but, the models don't open in ZModeler, so I'm locked...

 

You can download the bike in question here, just try to import it.

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2 hours ago, Junior_Djjr said:

In the released version I tested in-game, but in the github version apparently I didn't test in-game, but only ZModeler (I had no hope in-game because it's a development version), but I tested with the FCR-900 and it worked in-game, only in ZModeler it's never possible to open the file, even if re-converted with RwAnalyze.
I would be ok not to use ZModeler in my current work, but the bike I'm working causes the import problem mentioned above, and the problem is solved after I remove the fork_front (I'm not sure exactly what the reason is), so only choice I have is delete and put again by ZModeler, but, the models don't open in ZModeler, so I'm locked...

 

You can download the bike in question here, just try to import it.

In the 3ds Max program, I also encountered a problem, if you use the export script in a blender, and try to import this file into the scene into 3dsMax, then an error occurs.

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2 hours ago, Junior_Djjr said:

(I had no hope in-game because it's a development version),

The development version is in a separate branch than master, you can expect the master branch on GitHub to work fine.

 

With your model, it appears that there is an error in the data in Bin Mesh PLG of the forks_front. The "total indices" is set to 5148 in the header, while the actual count is 5127 by summing up the values in the individual splits. This makes the scripts think that the type of the Bin Mesh PLG is OpenGL, which uses a size half of that in PC. This makes the scripts read the wrong offset in the following splits.

 

I'll make the scripts use a stricter check for OpenGL, which would fix the issue. Should be updated on the GitHub repository in a few minutes.

 

About the incompatibility with ZModeler, I'll have to look further into that as I don't see a reason why it wouldn't work for that.

 

1 hour ago, Dmitrysass said:

In the 3ds Max program, I also encountered a problem, if you use the export script in a blender, and try to import this file into the scene into 3dsMax, then an error occurs.

Well 🤷‍♂️. I can't tell without looking at what specific error it is. Furthermore, I don't have access to 3ds Max, so I can't test it myself either...

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Maxwell_Edison

I'm still sad this isn't fully compatible with the Heavy Iron Renderware games but I'm glad it exists nonetheless. 

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2 hours ago, Maxwell_Edison said:

I'm still sad this isn't fully compatible with the Heavy Iron Renderware games but I'm glad it exists nonetheless. 

You can contact me via PM or on Discord as I'd require a little more information to work on to support it 😛

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Maxwell_Edison
On 7/28/2019 at 9:03 AM, Parik said:

You can contact me via PM or on Discord as I'd require a little more information to work on to support it 😛

I will send you a friend request on discord.  Recently, the modding community for old Renderware heavy-iron games such as Battle for Bikini Bottom, Incredibles, etc, has been taking off.  We've got full level editors and such now - recently the creator of the level editor added basic support for importing/exporting models, but they still do not export/import with things like bones, making anything animated impossible to mod.  I would hope perhaps we could achieve this with your addon 

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I export the model to 2.79 blender and there is a problem with texture mapping, about 7 textures are used in the model and only one is superimposed on the object.

Screen

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10 minutes ago, Estet said:

I export the model to 2.79 blender and there is a problem with texture mapping, about 7 textures are used in the model and only one is superimposed on the object.

Screen

29TCWVL.png

Try turning on 'read material split'

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3 minutes ago, 𝙲olby said:

29TCWVL.png

Try turning on 'read material split'

This improves the situation, then sweep to lay down is not correct

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