Here is a plugin for 3d Studio Max, this plugin will give the modders ability to export models into GTA San Andreas. Please note that this is a Public Beta release, and may contain bugs. For more information please read the readme provided with the file (and below)
Every step I move forward, I found that it shouldn't be me to do this job! Anyway, it's now at a usable stage! Public SA IO Beta release (updated 06Jul05): - 2nd UV Map are skipped both in importer/exporter. - Collision Quick Hack only - GeometryFlags are the same all over the DFF for exporter. - Tristrip is not supported, since I hate it. You will have a bigger file size export. - Reflection/Specular should be correct now. Thanks ashdexx for the detail explanation. - New GTA Material Added. - Body/Clothes dff should now be skinned correctly(Import). **PLEASE DO NOT USE MY saDFFin/saDFFout FUNCTION IN YOUR SCRIPT AT THIS STAGE, IT CHANGES FROM TIME TO TIME.** How to Install & Run: ===================== ** If you want to use the new 'GTA Material', place the 'GTA_Material.ms' in %Max%\scripts\Statrup\ folder REMOVE my old 'DFFin_Fn.ms' and 'DFFout_Fn.ms' form your scripts folder Put these 'saDFFin_Fn.ms' and 'saDFFout_Fn.ms' into: %Max%\scripts\GTA_Tools\ folder You can place 'SA_DFF_IO_beta.ms' in anywhere, this is the only script you have to run manually. In Max menu->MAXScript->run script...->select 'SA_DFF_IO_beta.ms' How to Export: ============== To use this beta you should have this in mind: For all SA vehicle DFF(others I don't know). You need to have collision file(COL3/COLL) ready before use my exporter script! - It could be COL3 form original SA DFF. Or - Single COLL file from GTA3/VC/your own. But the shadows didn't look right! What I mean a 'Single COLL file' is a *.col contains only 1 COLL inside. You can use my 'COL IO' import the COL to MAX ^^^^^^^^^^^^^ and SaveAs to a 'Single COLL file'. Now fire up you Max and import/create your vehicles. Be aware that the SA vehicles have different dummies from GTA3/VC. so you might need to delete/add new dummies. BE CAREFUL about the HIERARCHY link are DIFFERENT as well. Ready to export? Run my SA_DFF_IO_beta script. In the export rollout check the SA(green) button, 'MMC'(which allow color change ingame) and press 'COL3 Model' to select collision file. You can either choose DFF or COL, see above! Press 'Export DFF' If every thing OK. You are ready to crash in SA!!! :) How to use Max's Material(updated 06Jul05): =========================================== Diffuse Color -> ingame color (primary color should be [60 255 0], secondary [255 0 175]) DiffuseMap -> ingame texture Opacity -> ingame transparency OpacityMap -> ingame transparency mask ReflectionMap with BitmapTexture -> ingame Image ReflectionMap ReflectionMapAmount -> ingame Reflection Level Specular Color -> Specular Color Glossiness + Soften -> Reflection/Specular Blend (0: no reflection, 100: full reflection) SpecularMap with BitmapTexture -> ingame Specular Image Specular_Level -> ingame Specular Power **if you want to try this SpecularMap, Make sure the length of it's name < 19. (better = 19). Seems not effect anyway.** Kam 06Jul05
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