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DragonFF - Blender GTA I/O


Parik

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4 minutes ago, Parik said:

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

Yes, this is not a big problem, because the collision occurs from two sides. But I found this problem and decided to tell you

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Guys, 

 

When importing .dff to blender what do you do with the textures that go with it? Do we put them in the same folder as the .dff when we import? & what file format should the textures be in? (Sorry if noob questions)

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Yes, you keep them in the same folder as the dff. You can use PNG, JPG, TGA, BMP or TIF file formats for the textures. The default is PNG, but you can change that while importing. TXD support is work-in-progress, but you'll be able to automatically load textures from TXD files in the future.

   

 

 

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17 hours ago, Parik said:

Yes, you keep them in the same folder as the dff. You can use PNG, JPG, TGA, BMP or TIF file formats for the textures. The default is PNG, but you can change that while importing. TXD support is work-in-progress, but you'll be able to automatically load textures from TXD files in the future.

 

Figured it ou! But.. 1 more thing. I'm exporting these .dff to .obj files for another game mod. How come the .dff loads without wheels or doors? I understand this is a GTA thing for damage and stuff.. but is there a way to export the .dff car model with wheels and doors as a .obj file? I'm converting these to a Goldsrc engine game map.. so I just need the models to stand still in a parking garage but they have no wheels or doors 😕

Edited by dynoptik
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I'm having trouble to applying the primary material and changing the transparency of the glasses, I've already opened the vanilla game cars, copied the materials, but they don't work! I need your help!

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Hello there. I have problem with vehicle exporting, i don't figure out how to export collision. Can someone explain me step-by-step? Wiki isn't much helpful with it.

 

UPD: Oh, nevermind... i forgot to update the plugin..

Edited by MCast1e
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20 minutes ago, CD1GAMING said:

tutorial

Any rigging tutorial would work, just use the skeleton from a stock VC model.

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31 minutes ago, CD1GAMING said:

what am i doing wrong? :/

Leg bones look messed up.

What exactly did you do with the model?

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6 minutes ago, 𝙲olby said:

Leg bones look messed up.

What exactly did you do with the model?

i swapped the head

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12 minutes ago, CD1GAMING said:

i swapped the head

Do it like this

  • Import both skins
  • Detach the head you want to with P, delete the body and skeleton, they arent needed anymore
  • Delete the head you dont want.
  • Select the head, then shift+select the body and ctrl+j to join them together
  • Alt+m to merge the neck verts to the body so fix the gap.

Dont touch the bones or rigging, its not needed.

Edited by 𝙲olby
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15 minutes ago, 𝙲olby said:

Do it like this

  • Import both skins
  • Detach the head you want to with P, delete the body and skeleton, they arent needed anymore
  • Delete the head you dont want.
  • Select the head, then shift+select the body and ctrl+j to join them together
  • Alt+m to merge the neck verts to the body so fix the gap.

Dont touch the bones or rigging, its not needed.

thank you!

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17 minutes ago, CD1GAMING said:

do you mean

For Blender.

I dont recommend GTA specific tuts because they are usually outdated and crappy, better to go with generic tuts made by people who know what they are doing.

Edited by 𝙲olby
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50 minutes ago, 𝙲olby said:

For Blender.

I dont recommend GTA specific tuts because they are usually outdated and crappy, better to go with generic tuts made by people who know what they are doing.

which one would you recommend?

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  • 2 weeks later...

hello, i need to ask, is the plugin still compatible with 2.79? (i ask because there is still some sections in the plugin that behave different depending on blender version)
i got this error when i enable it:

8f4ea9e1f6.png

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3 hours ago, ItachiAkai said:

hello, i need to ask, is the plugin still compatible with 2.79

It unfortunately isn't compatible with 2.79 any more, you should upgrade to 2.80 if you want to use it. There were some breaking changes in 2.80 API that I can't switch depending on the version, and it's really difficult to maintain two different versions of the plug-in when they don't share the same code-base.

   

 

 

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@Parik

Hello, the plugin is really nice, but I have a problem and I don't know is this my problem or it's glitch.

So, I was working on skin mod, I replaced head on the skin, but when I'm ingame, it just show one of the dff files, for example if there's hmyri skin body and omyst skin head, it is just showing one of these, not all in one, idk why is that happening. 

It would be really, really, really, really, really nice if you could say how to export the finished skin with two different dff parts, like step by step, when the skin is done, there's like two dffs (head and the body).

I mean it would be great if you could say a step by step guide how to export the finished product, for example skin dff, where's two different dff's.

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12 minutes ago, cau123 said:

finished skin with two different dff parts

Ctrl+J to join the head and body together into one object and delete the other skeleton.

 

 

Edited by 𝙲olby
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30 minutes ago, 𝙲olby said:

Ctrl+J to join the head and body together into one object and delete the other skeleton.

 

 

Thanks.

30 minutes ago, 𝙲olby said:

Ctrl+J to join the head and body together into one object and delete the other skeleton.

 

 

wait what, how I need to select them?

I selected the both items, when I pressed ctrl + j, one of them just dissapeared.

For example I want these two dff files into one dff file, do I need to select them both somehow?

N2G9bDc.png

Edited by cau123
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42 minutes ago, 𝙲olby said:

Ctrl+J to join the head and body together into one object and delete the other skeleton.

 

 

Now it's like this with the skin - 

mHq8CW9.png

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I'm having issues with glass making polys of the same object invisible. Directly importing and exporting without making any changes produces these results as well, pictured below is giving the glass a texture with an alpha channel but it still causes the same issue.

 

XiMZqkD.png

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Hmm I suppose I recall it being related to the order in which the models are exported, which in Blender is alphabetically if I remember right, so not sure how I'd go about fixing that.

   

 

 

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That wouldn't be the cause though, because the windscreen and body are part of the same model - the fork, handlebars, mudguard etc are their own separate objects.

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Hi. I'm having trouble uploading map objects that I want to edit. Where should I get them and will the textures be immediately visible? Thank you for your response!

Edited by BrokenMex
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  • 2 weeks later...

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