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Parik

DragonFF - Blender GTA I/O

Recommended Posts

Parik
1 hour ago, Estet said:

sweep to lay down is not correct

What?

 

Also, in case you're wondering, this happens because KAMS Script does not export the material indices in RpGeometry correctly and just sets all of them to the same ones. 

Edited by Parik

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Estet
1 hour ago, Parik said:

What?

 

Also, in case you're wondering, this happens because KAMS Script does not export the material indices in RpGeometry correctly and just sets all of them to the same ones. 

I'm understand. Thanks for answer :)

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ThePlayaJam765

Quickly converted a GTA VC vehicle to GTA III using this tool. The results.... better than I expected. Can't wait for you to add collision embedding in DFF export so I can export vehicle models for GTA SA.

 

To be honest, Blender was always my favorite out of all 3d modeling programs, since not only is it free, but it's also super lightweight, and can get the job done efficiently. I am ecstatic to see that someone is finally developing a set of GTA tools for it.

 

I know this may be a long while off yet, but I am also looking forward to when you start developing support for GTA IV and GTA V's model formats.

Edited by ThePlayaJam765
  • Like 1

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𝙲olby
32 minutes ago, ThePlayaJam765 said:

collision embedding in DFF export

Collisions export fine, you just cant edit them yet.

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Estet
1 hour ago, ThePlayaJam765 said:

Quickly converted a GTA VC vehicle to GTA III using this tool. The results.... better than I expected. Can't wait for you to add collision embedding in DFF export so I can export vehicle models for GTA SA.

 

To be honest, Blender was always my favorite out of all 3d modeling programs, since not only is it free, but it's also super lightweight, and can get the job done efficiently. I am ecstatic to see that someone is finally developing a set of GTA tools for it.

 

I know this may be a long while off yet, but I am also looking forward to when you start developing support for GTA IV and GTA V's model formats.

First need a complete tool for working with .COL.

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MrVicho13

I'm getting this error whenever I try to enable the scripts in Blender 2.8

 

I'm using the latest github version.

 

aXkZoap.png

 

Edited by MrVicho13

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Dmitrysass
1 hour ago, MrVicho13 said:

I'm getting this error whenever I try to enable the scripts in Blender 2.8

 

I'm using the latest github version.

 

aXkZoap.png

 

Which version build Blender 2.8?

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MrVicho13
3 hours ago, Dmitrysass said:

Which version build Blender 2.8?


version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f54494e, type: 
build date: 2019-07-29, 09:44 AM

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ZekeyDevine

Okay so, I'm trying to make a simple modification to a ped model for future reference. I took Claude's model and flipped the head around backwards. I can't export it. I have not the slightest clue what the issue is. I didn't have problems exporting a while back ago, but that was before 2.8 got a stable release, and I simply don't remember what was different then. Please help, peas and carrots.

  • Like 1

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Parik
On 10/6/2019 at 3:44 AM, ZekeyDevine said:

Okay so, I'm trying to make a simple modification to a ped model for future reference. I took Claude's model and flipped the head around backwards. I can't export it. I have not the slightest clue what the issue is. I didn't have problems exporting a while back ago, but that was before 2.8 got a stable release, and I simply don't remember what was different then. Please help, peas and carrots.

There was an API change after Blender 2.8 stable release, so the latest release version on GitHub is outdated and does not work at the moment. The issue has been updated on the master branch though, so you can get the new version by cloning the GitHub Repository using this button. From there you can either extract the gta folder and zip the contents inside it, and use Blender's Preferences menu to install the plugin. Alternatively, you can also simply extract the gta folders into the scripts directory of your Blender installations to install it directly, and then enable it from the Preferences.

 

spV1zfI.png

 

The next release will be after the COL Export is done, which is still being worked on, but shouldn't take long.

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Dmitrysass

For a long time there was no news.
How can i make ies lighting?

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Parik
22 hours ago, Dmitrysass said:

How can i make ies lighting?

Is that a Blender question? If so this isn't the right place to ask it.

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imcomin4u

it says i need to upgrade to blender 2.8x to use it. Help please

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𝙲olby
5 hours ago, imcomin4u said:

it says i need to upgrade to blender 2.8x to use it. Help please

Upgrade to 2.8

  • Like 1

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KevinTheBully

I have no comment for this Blender?

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Grinch_

Is the development still on?

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Federation

What to do when exporting a model, geometry is broken? In the MED model is not displayed 🤔

The only place I could see export geometry in kdff
https://imgur.com/a/jiiKzxw

Edited by Federation

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Parik
On 11/5/2019 at 8:42 AM, Grinch_ said:

Is the development still on?

It is.

 

1 hour ago, Federation said:

What to do when exporting a model, geometry is broken? In the MED model is not displayed 🤔

I'm not sure what's wrong there, could you send me the .blend file?

 

Release v0.1.0

New Features

  • Collision Export - Support for exporting vehicle collision files for GTA San Andreas.
  • Map Import Support - Experimental support for importing map files. Thanks to @RTAzis and @swift502
  • Improved Default Material Names - Default material names are now decided by the textures/colours.
  • Preset Material Colours - A new menu in Materials menu to select the base colour from frequently used options.

Bug Fixes

  • Bounding sphere is now calculated properly fixing issues with helicopter rotor blade exports.
  • Improved compatibility with BFBB models.
  • Improved normal export. Prevents issues with sharp edges for imported models.
  • Modifiers are now applied on exporting
  • Import errors for models with 2D Effects.
  • Support for newer Blender 2.8 API
 
Edited by Parik
  • Like 4

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Federation
12 minutes ago, Parik said:

It is.

 

I'm not sure what's wrong there, could you send me the .blend file?

 

Release v0.1.0

New Features

  • Collision Export - Support for exporting vehicle collision files for GTA San Andreas.
  • Map Import Support - Experimental support for importing map files. Thanks to @RTAzis and @swift502
  • Improved Default Material Names - Default material names are now decided by the textures/colours.
  • Preset Material Colours - A new menu in Materials menu to select the base colour from frequently used options.

Bug Fixes

  • Bounding sphere is now calculated properly fixing issues with helicopter rotor blade exports.
  • Improved compatibility with BFBB models.
  • Improved normal export. Prevents issues with sharp edges for imported models.
  • Modifiers are now applied on exporting
  • Import errors for models with 2D Effects.
  • Support for newer Blender 2.8 API
 

This file: https://drive.google.com/open?id=16bDSdY2rdfuZIvII4klaYL6fAFF_e910

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Federation

I noticed that the break of the object is due to the included "Export UV Maps"
But at the same time, the object is also not visible in the Map Editor 

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Parik
46 minutes ago, Federation said:

I noticed that the break of the object is due to the included "Export UV Maps"
But at the same time, the object is also not visible in the Map Editor 

Well, MEd might require some very specific DFF structure which I'm not sure what it is. The model should work fine in-game. Make sure "Export Bin Mesh PLG" is checked in Object properties and try modifying the settings a bit to see if it works.

 

Someone else had an issue related to this: https://github.com/Parik27/DragonFF/issues/9

Edited by Parik

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Federation
1 hour ago, Parik said:

Well, MEd might require some very specific DFF structure which I'm not sure what it is. The model should work fine in-game. Make sure "Export Bin Mesh PLG" is checked in Object properties and try modifying the settings a bit to see if it works.

 

Someone else had an issue related to this: https://github.com/Parik27/DragonFF/issues/9

Yes i have the same problem.
I have to use the addon (GTA tool 2.79) for import (dff) in MED to put down the coordinates of the model, then through your addon replace the model from (2.79) in the (img) archive, then the model will be visible in the game, but will not be in MED. I wonder why 3D max, MED and kdff do not see the models imported from your addon?

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Parik
11 hours ago, Federation said:

I wonder why 3D max, MED and kdff do not see the models imported from your addon?

I believe 3ds max imports it properly. The others, as I said, expect a specific format of the model, which I do not enforce to allow for more freedom for custom structures. I can provide an option in the object properties to export a structure compatible with MEd and kdff, but I'll have to experiment to see what it is exactly that these tools read.

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Federation
11 hours ago, Parik said:

I believe 3ds max imports it properly. The others, as I said, expect a specific format of the model, which I do not enforce to allow for more freedom for custom structures. I can provide an option in the object properties to export a structure compatible with MEd and kdff, but I'll have to experiment to see what it is exactly that these tools read.

That would be good, I like what you do, good luck in development :)

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ItachiAkai

Hello, I'm having a problem with a stage I've built and exported with this tool, for some reason it got some "flickering" effect when rendering in game:
 


I'm unsure if this is caused by the plugin or GTA have some limitation about object/col size, but I tried multiple things like changing position, interior, dimension, weather, time, removing vertex painting, removing/enabling lod, enabling/disabling double sided, etc. The whole scene is not bigger than 500x500x500 and the cols are optimized (in case both things can be a problem)..

The scene is completely painted by vertex lightning, it only uses a small white square texture and it is divided into multiple objects with different sizes and polycount, on every one of them the flickering occurs.

Here is the blend file (i used blender 2.79 with older version of the plugin but this also happens in 2.8 with the recent version 0.11): https://puu.sh/EEE6H/238042eded.blend

Edited by ItachiAkai

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Parik

Hmm I'm not sure what's wrong there. I've noticed some game objects light up based on the angle you look at them or when scrolling weapons, might be something related to that. Could you try exporting using a different DFF plug-in and see if it happens there as well?

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ItachiAkai
10 hours ago, Parik said:

Hmm I'm not sure what's wrong there. I've noticed some game objects light up based on the angle you look at them or when scrolling weapons, might be something related to that. Could you try exporting using a different DFF plug-in and see if it happens there as well?

EDIT: Alright I found the problem, it seems "Hardness" value in Specular provokes this issue, I set Hardness value to 1 and now everything is fixed, it exports now fine in both your plugin and GTA Tools blender plugin.

77ab22cec4.png

Edited by ItachiAkai
found the problem

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Parik

It's weird since DragonFF doesn't even read the hardness value for export so I don't know how that affects the final output 🤔

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ItachiAkai
11 hours ago, Parik said:

It's weird since DragonFF doesn't even read the hardness value for export so I don't know how that affects the final output 🤔

True, I asked a friend to export it and he used GTA Tools instead by mistake, but nevertheless, GTA Tools export it correctly when Hardness is set to 1, DragonFF script exports it bugged no matter which value is set since as you said it is ignored, I also tried exporting it with zmodeler and it works fine too so the problem only occurs with this plugin.

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