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DragonFF - Blender GTA I/O


Parik

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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

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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

   

 

 

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3 minutes ago, Parik said:

 

 

I have the same parameter, or I need to put a different value in preset_mat_cols?

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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?

   

 

 

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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

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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"
EXAy5ze.png

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24 minutes ago, Federation said:

Specular и Roughness поставь на "0"
Specular and Roughness set "0"
EXAy5ze.png

Для каждого материала выставлять запаришься)

24 minutes ago, Federation said:

Specular и Roughness поставь на "0"
Specular and Roughness set "0"
EXAy5ze.png

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 by Dmitrysass
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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

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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.

   

 

 

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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

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Can I add the function of exporting light maps to a script? It would be very cool to make models with a shadow

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1 hour ago, Dmitrysass said:

exporting light maps

Vertex colors are supported.

aSRTjmZ.png

But there isnt a nice, quick way of baking them yet.

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4 minutes ago, 𝙲olby said:

Vertex colors are supported.

aSRTjmZ.png

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

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2 hours ago, 𝙲olby said:

Но пока нет хорошего, быстрого способа выпекать их.

CBPvxBW.png

LziHPAZ.png

 

You can bake vertex colors in AO, but unfortunately in 2.8 I didn't find a way to bake light in vertex colors

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I don’t think this script can solve such a problem, it’s up to the Blender developers.😁

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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)

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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

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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.

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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 by v3ryh1gh
Correcting question
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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

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spray.png spray2.pngspray2.png

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 by v3ryh1gh
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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.

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BS_BlackScout

The WIP IPL feature is pretty cool!
ls2.png

EDIT: A little bit of tweaking, forking and weird conversions later:
jeff.jpg

Can't wait for streaming IPLs support :)

No props though, I wonder what's wrong.

Edited by BlackScout
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On 4/27/2020 at 8:46 PM, BlackScout said:

The WIP IPL feature is pretty cool!
ls2.png

EDIT: A little bit of tweaking, forking and weird conversions later:
jeff.jpg

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

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BS_BlackScout

@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.

 

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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.

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haywire404

YpWRtqx.png

 

This is gonna take a lot of work yet. No harm in getting it ready while I wait for plugin updates. 😁

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LightVelox

unknown.png?width=508&height=357
I thought the normals were flipped, but what the ****, how are only half of the vertices "invisible"(you can't see the back faces)

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6 hours ago, LightVelox said:

unknown.png?width=508&height=357
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.

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