Dmitrysass Posted April 20, 2020 Share Posted April 20, 2020 I exported the model using this add-on, in the game it behaves strangely, the video shows that when the player is closer to the middle of the object, he starts blinking (similar to the color of the vertices). I looked at the model both day and night in the game, the colors of the vertices work fine, but I don't like this blinking. Link YouTube Video Link to comment Share on other sites More sharing options...
Parik Posted April 20, 2020 Author Share Posted April 20, 2020 4 minutes ago, Dmitrysass said: I exported the model using this add-on, in the game it behaves strangely, the video shows that when the player is closer to the middle of the object, he starts blinking (similar to the color of the vertices). I looked at the model both day and night in the game, the colors of the vertices work fine, but I don't like this blinking. Link YouTube Video On 11/28/2019 at 3:36 PM, 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 Link to comment Share on other sites More sharing options...
Dmitrysass Posted April 20, 2020 Share Posted April 20, 2020 3 minutes ago, Parik said: I have the same parameter, or I need to put a different value in preset_mat_cols? Link to comment Share on other sites More sharing options...
Parik Posted April 20, 2020 Author Share Posted April 20, 2020 3 minutes ago, Dmitrysass said: I have the same parameter, or I need to put a different value in preset_mat_cols? What pipeline do you have set in the object settings? Link to comment Share on other sites More sharing options...
Dmitrysass Posted April 20, 2020 Share Posted April 20, 2020 2 minutes ago, Parik said: What pipeline do you have set in the object settings? When exporting I select GTA SA, but in Exporting Material I did not select any type Link to comment Share on other sites More sharing options...
Federation Posted April 20, 2020 Share Posted April 20, 2020 17 minutes ago, Dmitrysass said: When exporting I select GTA SA, but in Exporting Material I did not select any type Specular и Roughness поставь на "0" Specular and Roughness set "0" Link to comment Share on other sites More sharing options...
Dmitrysass Posted April 20, 2020 Share Posted April 20, 2020 (edited) 24 minutes ago, Federation said: Specular и Roughness поставь на "0" Specular and Roughness set "0" Для каждого материала выставлять запаришься) 24 minutes ago, Federation said: Specular и Roughness поставь на "0" Specular and Roughness set "0" Помогло, теперь для каждого из 10 матов нужно выставлять эти параметры, спасибо! It helped, now for each of 10 materials you need to set these parameters, thanks Edited April 20, 2020 by Dmitrysass Link to comment Share on other sites More sharing options...
Federation Posted April 21, 2020 Share Posted April 21, 2020 How about adding a pipeline line where the following parameters were set when exporting a dff model: Specular value - (0.000) The value of the roughness - (0.000) Color value for all materials - (1.000) Always had to set everything manually, it is long and tedious if there are a lot of materials. So I suggest you add this Link to comment Share on other sites More sharing options...
Parik Posted April 22, 2020 Author Share Posted April 22, 2020 8 hours ago, Federation said: How about adding a pipeline line where the following parameters were set when exporting a dff model: Specular value - (0.000) The value of the roughness - (0.000) Color value for all materials - (1.000) Always had to set everything manually, it is long and tedious if there are a lot of materials. So I suggest you add this I could probably make it a separate settings in the materials settings so that I have control over its default options. I don't think creating a new pipeline is an option because it wouldn't really be a pipeline. Link to comment Share on other sites More sharing options...
Dmitrysass Posted April 22, 2020 Share Posted April 22, 2020 31 minutes ago, Parik said: I could probably make it a separate settings in the materials settings so that I have control over its default options. I don't think creating a new pipeline is an option because it wouldn't really be a pipeline. Good idea Link to comment Share on other sites More sharing options...
Dmitrysass Posted April 22, 2020 Share Posted April 22, 2020 Can I add the function of exporting light maps to a script? It would be very cool to make models with a shadow Link to comment Share on other sites More sharing options...
Colbertson Posted April 22, 2020 Share Posted April 22, 2020 1 hour ago, Dmitrysass said: exporting light maps Vertex colors are supported. But there isnt a nice, quick way of baking them yet. V3ryH1GH 1 Link to comment Share on other sites More sharing options...
Dmitrysass Posted April 22, 2020 Share Posted April 22, 2020 4 minutes ago, 𝙲olby said: Vertex colors are supported. But there isnt a nice, quick way of baking them yet. I know that there are vertex colors, but there is no normal way to bake textures like professionals do in 3ds max Link to comment Share on other sites More sharing options...
Federation Posted April 22, 2020 Share Posted April 22, 2020 2 hours ago, 𝙲olby said: Но пока нет хорошего, быстрого способа выпекать их. You can bake vertex colors in AO, but unfortunately in 2.8 I didn't find a way to bake light in vertex colors Link to comment Share on other sites More sharing options...
Dmitrysass Posted April 23, 2020 Share Posted April 23, 2020 I don’t think this script can solve such a problem, it’s up to the Blender developers. Link to comment Share on other sites More sharing options...
Tut98 Posted April 23, 2020 Share Posted April 23, 2020 I have a short tutorial on baking radiosity lighting into vertex channel using 3ds Max. I know it isn't what you're looking for as a Blender artist, but maybe you could do the lighting in Max and export as fbx back to Blender. https://www.youtube.com/watch?v=gvoGFEK1aVc Please note that I'm no professional at radiosity and vertex colors, I just haven't seen that many guides about VC so I gave my shot... Also, the brush tools seem nicer in Blender - so don't bother switching to Max if you just plan on doing some coloring by hand. Ideally you would just export a plain model without any materials from Blender, do the lighting in Max, then import it back in Blender and use a function for transferring vertex channel data over from your prelit model to the project model. This can be done in Max so I assume it's a function in Blender too. You can get hold of 3ds Max for a 3-year period intended for students and/or non commercial: https://www.autodesk.com/education/free-software/3ds-max (doesn't require education verification or any of that) Link to comment Share on other sites More sharing options...
Dmitrysass Posted April 25, 2020 Share Posted April 25, 2020 On 4/23/2020 at 10:51 PM, Tut Greco said: I have a short tutorial on baking radiosity lighting into vertex channel using 3ds Max. I know it isn't what you're looking for as a Blender artist, but maybe you could do the lighting in Max and export as fbx back to Blender. https://www.youtube.com/watch?v=gvoGFEK1aVc Please note that I'm no professional at radiosity and vertex colors, I just haven't seen that many guides about VC so I gave my shot... Also, the brush tools seem nicer in Blender - so don't bother switching to Max if you just plan on doing some coloring by hand. Ideally you would just export a plain model without any materials from Blender, do the lighting in Max, then import it back in Blender and use a function for transferring vertex channel data over from your prelit model to the project model. This can be done in Max so I assume it's a function in Blender too. You can get hold of 3ds Max for a 3-year period intended for students and/or non commercial: https://www.autodesk.com/education/free-software/3ds-max (doesn't require education verification or any of that) I found a solution for baking textures with light sources Here is a solution for baking textures with light sources Screen Link to comment Share on other sites More sharing options...
Tut98 Posted April 26, 2020 Share Posted April 26, 2020 10 hours ago, Dmitrysass said: I found a solution for baking textures with light sources Here is a solution for baking textures with light sources Screen Your screenshot linked is invalid. What do you mean with baking textures though? Or did you mean baking vertex colors. Link to comment Share on other sites More sharing options...
V3ryH1GH Posted April 26, 2020 Share Posted April 26, 2020 (edited) I hope this isn’t a dumb question; if I were to say replace CJ’s model with say a turtle model would the collision still register as though cj were still a human sized model? Edited April 26, 2020 by v3ryh1gh Correcting question Link to comment Share on other sites More sharing options...
Dmitrysass Posted April 26, 2020 Share Posted April 26, 2020 5 hours ago, Tut Greco said: Your screenshot linked is invalid. What do you mean with baking textures though? Or did you mean baking vertex colors. Bake textures based on the light sources in the scene Link to comment Share on other sites More sharing options...
V3ryH1GH Posted April 27, 2020 Share Posted April 27, 2020 (edited) I've been trying for hours at simply reskinning the spraycan for SA. I am using Magic TDX along with IMG TOOl 2. I'm positive I have been exporting with DragonFF properly,The new skin shows in blender's viewport just fine. After replacing txd and dff and rebuilding archive I launch the game and nothing is crashing which is great but I also notice that the Spraycan remains with the original game texture? Am I doing something wrong? Edited April 27, 2020 by v3ryh1gh Link to comment Share on other sites More sharing options...
Tut98 Posted April 27, 2020 Share Posted April 27, 2020 On 4/26/2020 at 4:49 AM, v3ryh1gh said: I hope this isn’t a dumb question; if I were to say replace CJ’s model with say a turtle model would the collision still register as though cj were still a human sized model? The hitbox would not change at all. Sorry not to respond to you v3ryh but my knowledge on img modding is slim. You can however send the file here or in my inbox. Link to comment Share on other sites More sharing options...
BS_BlackScout Posted April 27, 2020 Share Posted April 27, 2020 (edited) The WIP IPL feature is pretty cool! EDIT: A little bit of tweaking, forking and weird conversions later: Can't wait for streaming IPLs support No props though, I wonder what's wrong. Edited April 28, 2020 by BlackScout another0ne and Maxxeine 2 Link to comment Share on other sites More sharing options...
Haxardous Posted April 28, 2020 Share Posted April 28, 2020 On 4/27/2020 at 8:46 PM, BlackScout said: The WIP IPL feature is pretty cool! EDIT: A little bit of tweaking, forking and weird conversions later: Can't wait for streaming IPLs support No props though, I wonder what's wrong. how to activate it? the map import imports the models but there's no models show up Link to comment Share on other sites More sharing options...
BS_BlackScout Posted May 2, 2020 Share Posted May 2, 2020 @Haxardous Go to Parik's GitHub, look at the forks, grab my fork (bscout9956). [I think it's updated enough, install it on Blender by downloading the master zip, make sure the only folder inside the zip is the gta folder] Extract the stream IPLs from GTA3.IMG. Use any IPL Decompiler or Binary IPL converting tool so you can get a regular IPL out of all these extracted streaming IPLs. Place all of them inside gtasaroot/data/maps e.g: gtasaroot/data/maps/las_stream1.ipl Open Blender, import the base region you want, let's say... LAE. Import LAE.ipl and all the other lae_stream*.ipl regions. If you get stuck anywhere, just ping me. _ @Parik I was looking at the code and maybe it would be a good idea to iterate over the maps folder looking for IPL/IDEs for each game. Just in case anyone has mods, or some files are missing in the py scripts, since it would be a less hardcoded way of making things work. I could give it a shot but I don't do much OOP Python so it would probably be messy :P. Haxardous 1 Link to comment Share on other sites More sharing options...
Tut98 Posted May 2, 2020 Share Posted May 2, 2020 I have decompiled all ipl files and categorised every ipl used in the game by w/o LOD etc. Please message me if you need the link. Link to comment Share on other sites More sharing options...
Guest Posted May 3, 2020 Share Posted May 3, 2020 How do I install this thing? I dont see a readme.txt, Im new to modelling. Link to comment Share on other sites More sharing options...
haywire404 Posted May 3, 2020 Share Posted May 3, 2020 This is gonna take a lot of work yet. No harm in getting it ready while I wait for plugin updates. Link to comment Share on other sites More sharing options...
LightVelox Posted May 4, 2020 Share Posted May 4, 2020 I thought the normals were flipped, but what the ****, how are only half of the vertices "invisible"(you can't see the back faces) Link to comment Share on other sites More sharing options...
Tut98 Posted May 4, 2020 Share Posted May 4, 2020 6 hours ago, LightVelox said: I thought the normals were flipped, but what the ****, how are only half of the vertices "invisible"(you can't see the back faces) I'm not sure if this is an issue with dff importers or it's simply a normal thing with the models. It should look fine if you render it with a light in your scene. Try export it to GTA and see if it renders fine ingame. Link to comment Share on other sites More sharing options...