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GTA SA edited dff crashes the game


sanjayanator
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sanjayanator

Hello

i'm using blender and dragonff, using hoodya.dff - editing it in blender and when i import it to gta sa it doesn't work, just crashes the game - can you see what's wrong with it? 

hoodya

 

 

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LeatherJacketSoldier

First of all, I'm sorry I can't examine that file right now (I've got an exam tomorrow and I don't have much free time now). But I'll ask, Did you create clumps for all the body states (ripped, fat, normal)? It's absolutely necessary, if you want your model to look the same for the three states, just export the same model to each of the states (I don't know how to do it in Blender, only in 3DS Max). Note: in the editing program, I call "import" to "open" and "export" to "save", just in case you get confused because you put "import it to gta sa".

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sanjayanator

Thanks for quick answer, you're right about me confusing the import and export thing. Well to be honest i don't know how to make three states in Blender and can't find any tutorials, guess i will have to use 3ds 

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DragonFF doesnt support multi-clump DFFs like CJ clothes yet.
Maybe itd be possible to hack something together using RWAnalyze but im not sure how.

Edited by Colbertson
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sanjayanator

I have installed 3ds and done some basic tutorials, installed kam's gta sa scripts - it works in 3ds, i've exported edited model and it doesn't crash the game anymore, but the model seems normal, not edited like mine. Now, my guess is that's problem with multi clumps - when i import hoodya.dff i only see ripped on the left side of the program - without fat and normal - is there any tutorial on forum that shows how to correctly import/export multi clump with kam's? Couldn't find any, but thanks for help guys - the most important thing that this works and doesn't crash the game.

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sanjayanator

not sure what i'm doing wrong, i'm exporting all 3 states - normal fat and ripped and it still crashes the game, could you maybe check what's wrong with model? I'm editing just a few vertexes, nothing more - just to test how to edit model properly 

hoodya

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LeatherJacketSoldier
3 hours ago, sanjayanator said:

I'm editing just a few vertexes, nothing more

Well, I did the same with a cowboy hat I found on the web (the results are in my page in GTAInside), and at first it crashed. Make sure the envelopes are properly set (it solved my crashing problem as you could read in the topic I linked), I'll check your file out tonight when I get back home.

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sanjayanator

i've read again thread you posted - i think my envelopes are set automatticly or is it maybe that i also use goldfish script version?

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LeatherJacketSoldier

In the version of KAM's Scripts that I use, the options are in this order:

 

. DFF IO

. Collision IO

. Map IO

{Animation:

{. IFP dump

{. IFP IO

. Modelling Helper

. Envelopes Helper (use this one!)

{Reflection Fix:

{. Ref. increment (selectable value)

{Apply increment

Close

 

So if you lack of at least one of these options, perhaps you're using some edited KAM's Scripts.

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LeatherJacketSoldier

Hey, listen -- I've checked your .dff. Overall, only thing I noticed is that in the first clump, in the schematic view, you named the main block in the hierarchy "rIPPED" as opposed to "Ripped". I'm not sure if it matters or not, but I'd change it before exporting that clump (there are many things at least in GTA modding that heavily depend on well written values, for example you can't texture your model with X.png, rename the image as Y.png, and then put Y.png inside the .txd, the game won't load the texture because X.png can't be found on the .txd).

In order to try the model in-game, I'd need you to tell me which hoody is your model supposed to replace; and if it needs a different .txd than one already present in the unmodded game, I'd need you to give me such .txd as well.

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