Parik Posted March 23, 2020 Author Share Posted March 23, 2020 1 hour ago, youiwedie said: I can't select individual materials I clearly see unnamed.0 selected in your screenshot 13 minutes ago, LightVelox said: Why all files exported with DragonFF always heavier(kbs) than normal? It depends on what export options you select Link to comment Share on other sites More sharing options...
youiwedie Posted March 23, 2020 Share Posted March 23, 2020 it doesn't matter which material it selects, only unnamed.0 that selects the whole body works, but single selection does not work. Link to comment Share on other sites More sharing options...
Parik Posted March 23, 2020 Author Share Posted March 23, 2020 4 minutes ago, youiwedie said: it doesn't matter which material it selects, only unnamed.0 that selects the whole body works, but single selection does not work. Check "Read Material Split" while importing Link to comment Share on other sites More sharing options...
youiwedie Posted March 23, 2020 Share Posted March 23, 2020 yo, thank you so much it work, what about animations ifp? Link to comment Share on other sites More sharing options...
Skive Posted March 24, 2020 Share Posted March 24, 2020 (edited) Hey. Thanks for such a cool plugin. I have a problem: in the steam version of Blender, when I export the skin, with some probability the program may simply close without any errors. Is it possible to fix this somehow? Edited March 24, 2020 by Skive Link to comment Share on other sites More sharing options...
youiwedie Posted March 26, 2020 Share Posted March 26, 2020 @Parikcan you make ifp converter? Link to comment Share on other sites More sharing options...
ceec Posted March 30, 2020 Share Posted March 30, 2020 Man i love your script, but he dont work with new materials, he works only if i take a material from a imported car, don't you think about making a new way of working with materials? like ZModeler? Link to comment Share on other sites More sharing options...
Colbertson Posted March 30, 2020 Share Posted March 30, 2020 23 minutes ago, ceec said: new way of working with materials Theres a 'DragonFF export material' section where you can set things up For textures add it to the base color as an image texture. Link to comment Share on other sites More sharing options...
deshawnw Posted March 30, 2020 Share Posted March 30, 2020 Hey, I am having trouble setting a glass-looking-shiny material (shader for a helmet) Transparency works and all but the shiny-ness is just missing. Can't figure this out. Is it even possible with this Blender addon? or do I need to revert to Blender 2.79 or even use 3ds (blah) for this? Link to comment Share on other sites More sharing options...
Parik Posted March 30, 2020 Author Share Posted March 30, 2020 6 minutes ago, deshawnw said: Transparency works and all but the shiny-ness is just missing. Can't figure this out. Hmm, you'll probably have to define the shiny-ness in the DragonFF Materials tab using the specular material option. What exactly are you trying to do and what have you tried already? deshawnw 1 Link to comment Share on other sites More sharing options...
deshawnw Posted March 30, 2020 Share Posted March 30, 2020 5 minutes ago, Parik said: Hmm, you'll probably have to define the shiny-ness in the DragonFF Materials tab using the specular material option. What exactly are you trying to do and what have you tried already? Wow thanks for the quick reply. I remember playing around with the speculation material level, but I did not put a texture in it, is it a must to have a shiny looking effect? Also, when I set alpha in color (to get some transparency) I had issues in game, stuff you see through the material is kind of buggy (you could not see through skins etc.) Link to comment Share on other sites More sharing options...
Parik Posted March 31, 2020 Author Share Posted March 31, 2020 11 hours ago, deshawnw said: Also, when I set alpha in color (to get some transparency) I had issues in game, stuff you see through the material is kind of buggy (you could not see through skins etc.) I'll take a look into why that's not exported properly. Someone else also reported having similar issues. 11 hours ago, deshawnw said: I remember playing around with the speculation material level, but I did not put a texture in it, is it a must to have a shiny looking effect? It might be since all the existing models use a texture for it. You could find one "vehiclespecdot" in the vehicle shared texture file if you don't have one yourself. deshawnw 1 Link to comment Share on other sites More sharing options...
deshawnw Posted March 31, 2020 Share Posted March 31, 2020 2 hours ago, Parik said: I'll take a look into why that's not exported properly. Someone else also reported having similar issues. It might be since all the existing models use a texture for it. You could find one "vehiclespecdot" in the vehicle shared texture file if you don't have one yourself. I'll try that and get back to you. Thank you very much for your time! Link to comment Share on other sites More sharing options...
deshawnw Posted March 31, 2020 Share Posted March 31, 2020 Okay, I tried taking the vehiclespecdot64.png and just included the directory of where it was: I got 2 crashing messages after loading the helmet in game, couldn't get it to load. Link to comment Share on other sites More sharing options...
Parik Posted April 1, 2020 Author Share Posted April 1, 2020 You just have to mention the texture name (i.e vehiclespecdot64) and put that texture in a txd file that the game can find. deshawnw 1 Link to comment Share on other sites More sharing options...
deshawnw Posted April 1, 2020 Share Posted April 1, 2020 5 hours ago, Parik said: You just have to mention the texture name (i.e vehiclespecdot64) and put that texture in a txd file that the game can find. Seems to work in game, I can't really tell the difference. What is a reference point for which level to choose? what would be an appropriate value? Link to comment Share on other sites More sharing options...
ceec Posted April 1, 2020 Share Posted April 1, 2020 Now I finally know why I couldn't find the system of transparency and primary colors, because they just didn't appear, it seems like a ridiculous question and I'm dumb, but it's not simple, when using a translation the fields just disappear. Using the default language the fields appear: But when I try to use a translation they just disappear, I tried 2 languages, PT-BR and RU, but in both they disappear: Anyway, sorry for the embarrassment. Link to comment Share on other sites More sharing options...
Federation Posted April 2, 2020 Share Posted April 2, 2020 I noticed a long time ago that on github mass export is marked as completed, is that so? If it is complete, how should it work? Mass export creates a file and nothing more Link to comment Share on other sites More sharing options...
Parik Posted April 3, 2020 Author Share Posted April 3, 2020 10 hours ago, Federation said: I noticed a long time ago that on github mass export is marked as completed, is that so? If it is complete, how should it work? Mass export creates a file and nothing more If you import multiple files in the same blender scene (or create multiple collections), when you mass export, each of the collections (or the dff's you imported) will have their own files. This can then help you edit multiple files in the same blender scene together (especially map files). Link to comment Share on other sites More sharing options...
ceec Posted April 5, 2020 Share Posted April 5, 2020 (edited) I get this error when importing infernus from gta vice city. Traceback (most recent call last): File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\gta\gui.py", line 280, in execute 'group_materials': self.group_materials File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\gta\dff_importer.py", line 780, in import_dff dff_importer.import_dff(options['file_name']) File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\gta\dff_importer.py", line 753, in import_dff self.import_frames() File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\gta\dff_importer.py", line 693, in import_frames obj.parent = self.objects[frame.parent] IndexError: list index out of range location: <unknown location>:-1 Only "chassis_hi" is imported. Edit2 I tested all the VC/SA models, made a list of problematic models, in fact it is not the plugin, In ZModeler they import, but still with errors. VC: flatbad/infernus/jetmax/kaufman/police/predator/reefer/skimmer/stretch/tropic SA: bloodrb/rccam Edited April 5, 2020 by ceec Link to comment Share on other sites More sharing options...
Parik Posted April 6, 2020 Author Share Posted April 6, 2020 (edited) 20 hours ago, ceec said: I get this error when importing infernus from gta vice city. Fixed it in the latest GitHub commit. Thanks for reporting it Edited April 6, 2020 by Parik deshawnw, ceec and Ub-Oh 3 Link to comment Share on other sites More sharing options...
Matrix717 Posted April 7, 2020 Share Posted April 7, 2020 (edited) For me its just not working, when I try to install addon from file (zip), and then restart the Blender, nothing happens. There's no GTA addon on the list. I have Blender 2.79b, coz one of my games that i try to modify has only 2.79b plugin... Edited April 7, 2020 by Matrix717 Link to comment Share on other sites More sharing options...
Parik Posted April 7, 2020 Author Share Posted April 7, 2020 1 hour ago, Matrix717 said: I have Blender 2.79b, coz one of my games that i try to modify has only 2.79b plugin... It doesn't work with 2.79 unfortunately, you'll either have to use an old version or a different add-on or use both 2.8 and 2.79. Link to comment Share on other sites More sharing options...
Matrix717 Posted April 7, 2020 Share Posted April 7, 2020 18 minutes ago, Parik said: It doesn't work with 2.79 unfortunately, you'll either have to use an old version or a different add-on or use both 2.8 and 2.79. 2.79b has better layout (ONLY for me) coz I'm begginer. Anyways thx for help, idk why its not working but ok. Link to comment Share on other sites More sharing options...
Parik Posted April 7, 2020 Author Share Posted April 7, 2020 14 minutes ago, Matrix717 said: 2.79b has better layout (ONLY for me) coz I'm begginer. Anyways thx for help, idk why its not working but ok. Well I'm sure 2.8 is more intuitive for beginners especially with keyboard shortcuts, and it has more features in general anyway. If you stick with 2.79, you're gonna miss out on the new features or bug-fixes that the new Blender interface has to offer, and it'll probably be difficult to switch later anyway. 2.8 offers a 2.79 keybinds mode as well if you're used to the keybinds, and you shouldn't really have issues finding what's where in the new interface anyway. The reason it doesn't work with 2.79 has to do with the fact that it had breaking API changes. It's not easy for an addon to support both 2.79 and 2.8. Matrix717 1 Link to comment Share on other sites More sharing options...
Hexillion Posted April 8, 2020 Share Posted April 8, 2020 (edited) Hey, i only just got into modding GTA SA recently and i am trying to export a helmet, but i keep getting this error https://cdn.discordapp.com/attachments/545257667011149847/697502594607611934/unknown.png Ive weighted the helmet to the head node and everything else is connected but not weighted to the other nodes i was able to export a .dff file as well that i had loaded in, didnt touch anything and exported to see if the game ran, and the re-exported .dff crashed the game modifying and loading a .txd crashed my game too, what am i doing wrong lol Edited April 8, 2020 by Hexillion adding info Link to comment Share on other sites More sharing options...
Dmitrysass Posted April 16, 2020 Share Posted April 16, 2020 (edited) @ParikPlease pay attention to my topic with a problem that I encountered. (Solved) Edited April 17, 2020 by Dmitrysass Link to comment Share on other sites More sharing options...
haywire404 Posted April 18, 2020 Share Posted April 18, 2020 Can I make a suggestion? With the map importer, please do not integrate a pre-determined map section list. With custom map mods, this will prevent being able to import sections, the tool will only be searching for vanilla VC map sections in their respective locations. Besides this, the plugin has been superb. I've been able to make player and vehicle mods with such incredible ease, something 3DS Max has never come close to achieving. Everything is fluid and simple to use. I can't wait for the development of the map and col features. Well done, team! Link to comment Share on other sites More sharing options...
Parik Posted April 19, 2020 Author Share Posted April 19, 2020 2 hours ago, haywire404 said: Can I make a suggestion? With the map importer, please do not integrate a pre-determined map section list. With custom map mods, this will prevent being able to import sections, the tool will only be searching for vanilla VC map sections in their respective locations. That's a valid suggestion, I do intend on making the tool read the gta3.dat file (or similar files) in the future, and also automatically import/export the models and texture files from the game archive files itself, effectively making it a suitable environment for map editing, but the current focus has been on perfecting and completing the DFF, COL, and TXD import/export. Moreover, the map importer was something that was contributed by someone else, I'll bring this up with them and if they can help with this as well. 2 hours ago, haywire404 said: Besides this, the plugin has been superb. I've been able to make player and vehicle mods with such incredible ease, something 3DS Max has never come close to achieving. Everything is fluid and simple to use. I can't wait for the development of the map and col features. Well done, team! Thanks ^^ Ub-Oh 1 Link to comment Share on other sites More sharing options...
haywire404 Posted April 19, 2020 Share Posted April 19, 2020 32 minutes ago, Parik said: That's a valid suggestion, I do intend on making the tool read the gta3.dat file (or similar files) in the future, and also automatically import/export the models and texture files from the game archive files itself, effectively making it a suitable environment for map editing, but the current focus has been on perfecting and completing the DFF, COL, and TXD import/export. Moreover, the map importer was something that was contributed by someone else, I'll bring this up with them and if they can help with this as well. Thanks ^^ Integration with the archives would be phenomenal. Link to comment Share on other sites More sharing options...
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