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DragonFF - Blender GTA I/O


Parik

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On 15.11.2019 at 05:06, ItachiAkai said:

Здравствуйте, у меня возникла проблема со сценой, которую я построил и экспортировал с помощью этого инструмента, по какой-то причине он получил эффект "мерцания" при рендеринге в игре:
 


Я не уверен, что это вызвано тем, что плагин или GTA имеют некоторые ограничения по размеру объекта / столбца, но я пробовал несколько вещей, таких как изменение положения, интерьера, размеров, погоды, времени, удаление рисования вершин, удаление / включение lod, включение / отключение двухсторонней и т. д. Вся сцена не превышает 500x500x500, и цвета оптимизированы (на случай, если обе проблемы могут быть проблемными).

Сцена полностью закрашена молнией вершин, она использует только небольшую белую квадратную текстуру и делится на несколько объектов с разными размерами и полисчетом, на каждом из них возникает мерцание.

Вот смешанный файл (я использовал blender 2.79 со старой версией плагина, но это также происходит в 2.8 с последней версией 0.11):  https://puu.sh/EEE6H/238042eded.blend

This problem arises because the color value is set to (0.906), you need to change it to (1.000) to remove this problem
https://imgur.com/a/vCUvwNs

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I found a little bug - when a model is in collection hierarchy (collections inside collection), dff can not be exported - no error mesage, just nothing happens, there is no dff generated. When I make Collections hierarchy flat, export is working properly.

Also, why is there new Collection beeing created for each model after import? - I'm not sure if it's a bug or a feature, am I missing something here? xd

 

Nice addon btw 😀 love the easy .dff+textures import funcionality, within seconds you have full preview of the model, without inserting images in slots manually. I'm looking forward to seeing new versions, especially those ones with Dual Textures and proper IPL import support. Great job!

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6 hours ago, Kov said:

I found a little bug - when a model is in collection hierarchy (collections inside collection), dff can not be exported - no error mesage, just nothing happens, there is no dff generated. When I make Collections hierarchy flat, export is working properly.

I'll look into it. Previously, it was to not export the collision files, but since these can now be exported, it should export the entire hierarchy now.

 

6 hours ago, Kov said:

Also, why is there new Collection beeing created for each model after import? - I'm not sure if it's a bug or a feature, am I missing something here? xd

That is to facilitate mass-editing. You can import multiple models at once, edit them and mass export them into separate dff files. If you check Mass Export while exporting, each collection will get its own dff file.

 

6 hours ago, Kov said:

Nice addon btw 😀 love the easy .dff+textures import funcionality, within seconds you have full preview of the model, without inserting images in slots manually. I'm looking forward to seeing new versions, especially those ones with Dual Textures and proper IPL import support. Great job!

Thanks!

Edited by Parik
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I have been trying to learn using ZModeler instead of downloading this   and now when I downloaded nothing happens when I install it. I have no idea what to do anymore, it simply doesnt appear.

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How exactly do you install it?

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On 12/5/2019 at 2:52 PM, Parik said:

How exactly do you install it?

By going into Blender and installing it as an addon? Why? Whats the other way?

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1 minute ago, Luda Pecurka said:

By going into Blender and installing it as an addon? Why? Whats the other way?

Well, if you downloaded the entire repository, you'll have to re-zip the "gta" folder into a separate archive to install it from within Blender. Alternatively, you can simply extract the gta folder into the plugins folder for Blender.

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19 minutes ago, Luda Pecurka said:

Didnt understand a single word, guess I will just have to die with ZModeler.

2019.09.21_1119-43_explorer.png

put the 'gta' folder in 'Blender/2.80/scripts/addons'

 

Edited by 𝙲olby
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2 hours ago, 𝙲olby said:

2019.09.21_1119-43_explorer.png

put the 'gta' folder in 'Blender/2.80/scripts/addons'

 

Thanks, I'm a bit slow when it comes to english, but I still dont understand how to open these files. Import button doesnt have dff listed and when I try to use Open file it will say that the file is not supported.

Edited by Luda Pecurka
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1 hour ago, Luda Pecurka said:

Thanks, I'm a bit slow when it comes to english, but I still dont understand how to open these files. Import button doesnt have dff listed and when I try to use Open file it will say that the file is not supported.

Check if your addon is active in preferences:
https://i.imgur.com/c08Fcao.jpg

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6 hours ago, Parik said:

Well, if you downloaded the entire repository, you'll have to re-zip the "gta" folder into a separate archive to install it from within Blender. Alternatively, you can simply extract the gta folder into the plugins folder for Blender.

Well, now when I tried almost everything I know, could you explain it to me step by step?

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1 hour ago, Luda Pecurka said:

I cant even find it there.. I hate that I'm this stupid not to understand basics.

welp, I'll just keep messing around until I dont make it work.

1. get Blender 2.80

2. get the plugin v0.1.1 https://github.com/Parik27/DragonFF/releases/download/v0.1.1/dragonff-v0.1.1.zip

3. do not unzip the plugin after download

4. install it from the preferences in blender by navigating to that zip file

5. check if addon is active as I posted before and it's done

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4 hours ago, Kov said:

1. get Blender 2.80

2. get the plugin v0.1.1 https://github.com/Parik27/DragonFF/releases/download/v0.1.1/dragonff-v0.1.1.zip

3. do not unzip the plugin after download

4. install it from the preferences in blender by navigating to that zip file

5. check if addon is active as I posted before and it's done

I did, it doesnt show up. :[

 

EDIT: Well, figured it out..  You guys could've simply said open the zip; extract gta folder; zip gta folder; install gta.zip as addon. This means I finally can start my project. aaand if anyone is interested, its about remaking whole SA. I dont know what to do for map, textures, complicated scripts, but well, if anyone is willing to help I'm waiting.

Edited by Luda Pecurka
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  • 4 weeks later...

Really looking forward for the next updates and the map features, thx for this awesome plugin! :cookie:

  • Like 2
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I did not quite understand how to export a file with a collision, why can not I export an object in .col format and attach it to the game model?

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4 hours ago, Dmitrysass said:

I did not quite understand how to export a file with a collision, why can not I export an object in .col format and attach it to the game model?

The collision export is only supported for embedded collision in dff files at the moment, support for exporting a col file is work in progress.

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Hi guys, i'm kinda new to this GTA mapping, seem like a nice addon. Good work!

Is this compitable with blender 2.81? Cant seem to find a downloadlink for 2.8 its not available on the blender website..

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Thanks for the quick answer. Just can't seem to find the addon to activate, after putting the "gta" map inside the addons folder. Will check again tomorrow :)

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On 11/28/2019 at 7:06 AM, Federation said:

This problem arises because the color value is set to (0.906), you need to change it to (1.000) to remove this problem
https://imgur.com/a/vCUvwNs

I tried it but changing that value doesn't fix it either.

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2 hours ago, ItachiAkai said:

I tried it but changing that value doesn't fix it either.

Try putting everything at "0" in the nodes and also set the color value.

The color value must be changed in "DragonFF - Export Material"

 

Edited by Federation
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  • 3 weeks later...

When I export a collision from a blender to a colleditor the normals on the model are inverted, have you noticed this problem?

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36 minutes ago, Federation said:

When I export a collision from a blender to a colleditor the normals on the model are inverted, have you noticed this problem?

I haven't. What model do you export, and how do you export it?

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2 minutes ago, Federation said:

For any model, the normals are inverted. I export models for SA, according to your tutorial
https://i.imgur.com/a/NlrzpMW

The normals look fine to me. Backface Culling option doesn't affect how the model is exported.

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