Tut. Posted June 4, 2020 Share Posted June 4, 2020 (edited) I have been getting a few requests for my converted IPL's and figured it'd be best that I release it in an easy to find place. https://cdn.discordapp.com/attachments/308955445568077824/678880430686076948/IPLs_for_download.rar What this contains: - Decompiled GTA_INT IPL's (every interior) - Decompiled GTA_MAIN IPL's (entire main world props/buildings) - Filtered regular IPL's (entire main world land masses etc without LOD's) - Filtered regular IPL's (entire game's LOD's) Folder structure: - Converted main = binary IPL's from gta3.img converted to readable IPL - Converted int = binary IPL's from gta_int.img converted to readable IPL It also contains IPL's that were not converted as they were already in readable format. - LODs = GTA SA\data\maps\ organised into low-LOD's only - Without LODs = GTA SA\data\maps organised into high-LOD's only Converting binary IPL's yourself Use the binary IPL decompiler found here: https://www.gtainside.com/en/sanandreas/tools/120305-binary-de-compiler/ Use the binary IPL ID restorer found here: https://gtaforums.com/topic/856344-sa-how-to-import-ipl-in-3ds-max/?do=findComment&comment=1068818435 While I haven't tried this yet, Goldfish has released his new scripts which lets you import binary IPL's by specifying a game .dat file IIRC. I think you should be able to export to readable IPL format by first importing binary IPL with it: https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-31052020/ Edited June 4, 2020 by Tut Greco resolved paragraph Zeneric, Weaita, firedihm and 11 others 14 Link to comment Share on other sites More sharing options...
Tut. Posted November 10, 2020 Author Share Posted November 10, 2020 (edited) For importing IPL to 3ds Max I recommend installing Goldfish's version of kam's scripts as it has improved material and IPL systems. You'll need to extract all textures and DFF models to a new folder. Use TXD Workshop or any other IMG editor and extract the entirety of gta3.img into one folder. Preparing TXD, DFF At this point you should make subfolders for DFF, TXD to keep work organised. Move .dff to DFF folder. In the TXD folder, create 2 subfolders, batch and separated. Run MagicTXD and open a random TXD in your TXD folder. In the tools menu select batch extract. Choose the folder that has the TXD files as source, and "batch" subfolder as output. The image type set to PNG or DDS, and extract function set as 'export with texture name only'. This process may take a few minutes. Next do the same for the other subfolder, but this time set extract function as 'in separate folders'. The second is for troubleshooting as there can be multiple different textures with the same name, so having model name and raw textures in their own folder can help correct texture conflicts later on. Loading into Max Go to customize -> configure user/project path -> add new and choose your "batch" folder. Run kam's scripts MAP IO and choose your DFF folder in the IPL import rollout. Choose your image type. Choose Standard as material type. Click "IPL" and locate the IPL's you want to import, done. Additional notes Note that it can import multiple IPL at once but may eat up your RAM and CPU usage really quick. I recommend a minimum of 8GB RAM. Setting viewport as performance or shaded without materials and transparencies can help. Render the scene with SHIFT Q instead to see the appearence of the scene. You can add a skylight as global illumination and disable shadows. Transparencies won't work if you import as standard material, so you'll have to fix this by editing materials later, but for large scenes it shouldn't take more than 3 hours of work. It can now be exported to FBX and used in other programs or games like Unreal Engine or Blender. If you don't like the desaturated look of Kam's materials, instead of importing standard materials, import GTA Materials with TGA image format. Install The Hero's DFF plugin and look in utilities for GTA HELPER. Select convert to RW Material. Install GIMS EVO (I installed on a second Max directory because it seems to slow down max startup) add the 2 material files from GTA5 for it to run. Go to GIMS EVO materials interface and choose 'convert to standard materials'. It only works if you have selected a model. PLEASE BE WARNED. It will cause memory leak if you select multiple instances (instances has same model names, usually light poles and vegetation, and when one instance is modified, every other instance is too). ONLY select 1 model per unique name and then convert to standard. You can also use scripts from scriptspot to batch import models with The Hero's plugin and set it to import standard materials, but you would have to figure out object coordinates yourself. Converting Kam's/Goldfish's imported maps to The Hero's Why is this useful: Models imported by Kam's or Goldfish's I/O's may incorrectly import material ID's, smoothing groups, normals and vertex colors, whereas The Hero's I/O imports these correctly. Download Anubis' batch importer - this maxscript works with any file format supported by Max. http://www.scriptspot.com/3ds-max/scripts/batch-loader Create a new project file and name it The Hero master scene (File -> Save as). This will be a "library" containing all the "correct" models Import a single model using The Hero's I/O. Choose your import settings which will be used when batch importing. Delete the object after import In the top of 3ds Max, click Scripting -> Run script -> batchloader_20.ms. Configure your DFF path. Do not load all objects at once, or your system/application might crash Save the project using CTRL S Import your map or open your map project (if any) Click File -> Import -> Replace -> The Hero master scene. Select all or individual models -> OK Important: - Do not import every model from at once into Master scene as it can quickly become unstable. Consider creating several master files if this becomes a problem. You can also set viewport display to 'Performance', save scene and restart your app to clear out textures from memory - Use Rob's script to set all of The Hero's model names to lowercase after batch import, or you will not be able to use Replace (which is case sensitive): http://www.scriptspot.com/3ds-max/scripts/object-rename-0 - In the batch importer, leaving 'Auto' ticked will go through every model and import automatically with the last used import settings. Leaving it unticked will require you to select the import settings for each model - Only import standard materials if you plan on using the models for another game, or for rendering/visualization. GTA materials are incompatible with modern render engines - When replacing models, it also replaces instances. Instances imported with Goldfish's Map I/O share the same model name by default Default maxscript (.ms, .mse) file path is \Program Files\Autodesk\3ds Max xxxx\scripts\ Edited May 17, 2022 by Tut98 Convert Goldfish models to The Hero's firedihm, juikol, ceec and 2 others 5 Link to comment Share on other sites More sharing options...
Arfian Posted April 14, 2021 Share Posted April 14, 2021 Very helpful, thank you so much! RyanDri3957V and Tut. 2 Link to comment Share on other sites More sharing options...
Tut. Posted May 7, 2021 Author Share Posted May 7, 2021 I've been working on a video for a friend of mine which naturally required a lot of IPL work. I'm sharing this in case it'll inspire others to get going with rendering Using Arnold renderer. Ignore the specularity issue with the red lights at the bridge's bottom. RyanDri3957V, breant55 and Retired 3 Link to comment Share on other sites More sharing options...
Retired Posted May 7, 2021 Share Posted May 7, 2021 4 hours ago, Tut98 said: I've been working on a video for a friend of mine which naturally required a lot of IPL work. I'm sharing this in case it'll inspire others to get going with rendering Using Arnold renderer. Ignore the specularity issue with the red lights at the bridge's bottom. Great work , i always wanted doing something like that , but my lazyness is too much ,even to start to load the maps xD Tut. 1 Link to comment Share on other sites More sharing options...
breant55 Posted May 7, 2021 Share Posted May 7, 2021 5 hours ago, Tut98 said: I've been working on a video for a friend of mine which naturally required a lot of IPL work. I'm sharing this in case it'll inspire others to get going with rendering Using Arnold renderer. Ignore the specularity issue with the red lights at the bridge's bottom. 5 hours ago, Tut98 said: I've been working on a video for a friend of mine which naturally required a lot of IPL work. I'm sharing this in case it'll inspire others to get going with rendering Using Arnold renderer. Ignore the specularity issue with the red lights at the bridge's bottom. Hi bos sits soo beautiful boss can you share this trailer and truck please boss its you make its sooo beautiful boss Valhelz 1 Link to comment Share on other sites More sharing options...
Tut. Posted May 7, 2021 Author Share Posted May 7, 2021 Thanks you two Yep, IPL scene rendering is a bunch of work. I have a lot of ideas in my mind and it's hard to work on all of them at once, so it's safe to say I've been burned out and don't have much time to dedicate to rendering. @breant55 I'd much rather make a guide, but I'll have to find energy to work on one. It's not too special though. To break it up, here's what I did: Added wheels to every axis, and for dually rear wheels I took the trailer wheel model and cloned it to the side to generate dually wheels. Vehicle surface materials were basic Arnold shaders Lights were a bit tricky... The actual 3d mesh converted to mesh lights A point or spotlight added to generate atmospheric volume lighting (not really a light source, as it only generates volume lighting) A light source that creates a reflection for the mesh light (like headlights and tail lights) Scene lit by Physical Sky and some quad lights here and there Link to comment Share on other sites More sharing options...
GamingWithJumbo Posted April 26, 2022 Share Posted April 26, 2022 Kams (Goldfish's) script still has bugs on some models, wherein there are wrong materials applied to different faces, and some weird normals(?) problem. Link to comment Share on other sites More sharing options...
Tut. Posted May 17, 2022 Author Share Posted May 17, 2022 On 4/26/2022 at 10:22 AM, GamingWithJumbo said: Kams (Goldfish's) script still has bugs on some models, wherein there are wrong materials applied to different faces, and some weird normals(?) problem. I've figured a way around this, will update the guide shortly Link to comment Share on other sites More sharing options...
Tut. Posted May 17, 2022 Author Share Posted May 17, 2022 Converting Kam's/Goldfish's imported maps to The Hero's Why is this useful: Models imported by Kam's or Goldfish's I/O's may incorrectly import material ID's, smoothing groups, normals and vertex colors, whereas The Hero's I/O imports these correctly. Download Anubis' batch importer - this maxscript works with any file format supported by Max. http://www.scriptspot.com/3ds-max/scripts/batch-loader Create a new project file and name it The Hero master scene (File -> Save as). This will be a "library" containing all the "correct" models Import a single model using The Hero's I/O. Choose your import settings which will be used when batch importing. Delete the object after import In the top of 3ds Max, click Scripting -> Run script -> batchloader_20.ms. Configure your DFF path. Do not load all objects at once, or your system/application might crash Save the project using CTRL S Import your map or open your map project (if any) Click File -> Import -> Replace -> The Hero master scene. Select all or individual models -> OK Important: - Do not import every model from at once into Master scene as it can quickly become unstable. Consider creating several master files if this becomes a problem. You can also set viewport display to 'Performance', save scene and restart your app to clear out textures from memory - Use Rob's script to set all of The Hero's model names to lowercase after batch import, or you will not be able to use Replace (which is case sensitive): http://www.scriptspot.com/3ds-max/scripts/object-rename-0 - In the batch importer, leaving 'Auto' ticked will go through every model and import automatically with the last used import settings. Leaving it unticked will require you to select the import settings for each model - Only import standard materials if you plan on using the models for another game, or for rendering/visualization. GTA materials are incompatible with modern render engines - When replacing models, it also replaces instances. Instances imported with Goldfish's Map I/O share the same model name by default Default maxscript (.ms, .mse) file path is \Program Files\Autodesk\3ds Max xxxx\scripts\ Link to comment Share on other sites More sharing options...
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