parik27 / dragonff Goto Github PK
View Code? Open in Web Editor NEWBlender Add-on to edit RenderWare and GTA Formats
License: GNU General Public License v3.0
Blender Add-on to edit RenderWare and GTA Formats
License: GNU General Public License v3.0
Hi,
I'd really like to solve this because it's the last remaining piece for me.
The check_existing option used here doesn't seem to work:
I tried to find what exactly happens in Blender's source (maybe it's an actual bug?), but I ended up here, and don't really know where it leads. I can't find this "load" function anywhere:
I tried all sorts of things and additional options and nothing seems to work.
Any ideas on what's causing this?
Hello Parik27! This error occurs when importing a skin into blender. I don’t know what it’s connected with. I leave the file itself for you.
I can open this skin in 3d max, but blender gives an error.
I'm using the latest commit made at Jul 13, 2019.
I know the IPL importer is still being developed, but is it normal that I have no button to interact with in the UI to actually start the importing process? Is this the same for everyone?
Shouldn't there be a button in this panel to start importing the map?
Also, on 2.79, this panel, although present, is entirely empty.
There's nothing in the wiki mentioning the Map Import function of this addon yet.
Will there be a function to create a lighting object for day and night time in the game?
I would like to see the import of models together with sources of lighting (Light Point) according to the standard. @Zarig
I imported the DFF model into blender and for some reason the UV map of the road has the wrong coordinates (screenshot attached). The screenshot shows that the texture of the polygon is incorrectly mapped, I think this is due to inaccurate import of the UV map.
If you think that this is a model problem, then it is not, everything is displayed correctly in 3ds max.
Hi, I have a problem installing the blender add-on, could someone record a movie or explain exactly how to install the add-on.
Hi, I wanted to offer a life hack for my beloved addon. I’m tired of going into the “Vertex Color” tab to edit the color of the vertex and everything related to it. You can put this in a separate panel DragonFF, with all the necessary buttons. I think this is not difficult to do, just group the ready-made functions into one panel for greater convenience. Thank's!
Hello,
The idea of creating a function of exporting 2dfx effects for a model has been lying for a long time. Only I do not know how to organize it in gui? Any ideas?
I have another game, upon importing its model file, nothing seems to be added to the scene, even after fixing the error. I'm not super familiar with RW, wondering if maybe you could add support for it?
18-UNPACKED.zip
Hi (again),
I'm new to Python and I'm trying to wrap my head around the "self" keyword used as a parameter. There's many points in the code (almost all files) where my Python linter (pylint 2.3.1) in VSCode tells me there's errors because self isn't defined as the first parameter in class functions...
...and then when a parameter is used that isn't self...
I don't want to break the conventions, so can I / should I always put self as the first parameter for class functions? Is it necessary? Does the current codebase work fine with these "errors"?
Thanks.
While exporting, material names won't save, this causes a problem with samp.
Not so long ago, the Russian community faced the problem of importing the .dff model (Made in Blender 2.8 -> DragonFF Script) to Autodesk 3ds Max 2017, used by Kam 's Script.
And there is also an error in displaying the model in the 3D display programs. For example, in the Kdff program for creating and viewing .dff models, there are no errors, and the model is not displayed. From this it follows that people cannot create a collision for an object.
It seems to me that these errors are due to your script, because In the old script of 2011(gtatools), everything works fine.
Please correct this misunderstanding, as our large community does not have the ability to edit models from Blender 3D, and create a collision. This hampers the development of this add-on for the Russian-speaking mobile community in GTA modding.
Waiting for an answer. :)
Hi again!
This is a new issue that came with the collision exporter update, but I think it's the importer that causes it.
Basically, this is how the camera should be at, at this position like in the vanilla game:
The moment I simply import a car and export it back again, ingame, the camera shifts up, like so:
(While having this version, if I use blend files that had the car imported by old pre-col-exporter versions of DragonFF, the camera doesn't change.)
How can I solve this?
I've made a couple of animations using your addon, but they look like I'm using enb series.
Is there any way to get the vertex colour and render it with eevee?
Getting the following message from blender when trying to install the addon scripts from masters
`Traceback (most recent call last):
File "D:\Softwares\Blender28\2.80\scripts\modules\addon_utils.py", line 351, in enable
mod = import(module_name)
File "C:\Users\adity\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\gta_init_.py", line 18, in
from . import gui, map_importer
File "C:\Users\adity\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\gta\map_importer.py", line 19, in
from . import map as map_utilites, dff_importer
File "C:\Users\adity\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\gta\map.py", line 17, in
from . import map_data
File "C:\Users\adity\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\gta\map_data.py", line 24, in
from .importer_common import game_version
ImportError: cannot import name 'game_version' from 'gta.importer_common' (C:\Users\adity\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\gta\importer_common.py)
`
I have to complain about the documentation here, because I can't even be sure if I'm doing this right. The documentation for the Materials is short on information and the one it has is based on loose terms that leaves you wondering if you understood it right.
I have yet to understand what the Framebuffer Alpha is used for in the Env Maps section, or, if the Bump Map the game uses is a black and white map or a RGB normal map (the purple ones with red, green and blue creeping in places). Also, certain information, for example, about the Environment Map not using any texture in PC and Xbox seems to be straight incorrect. I'm talking about this piece of text:
I've tested this ingame, and, the game does in fact use the texture stated there (scrolling it as you move), and, if removed, the material turns simply black.
With that out of the way, is this error on export due to a bad setup or an actual bug? I tried to follow the documentation on it as best as I could understand it.
Also, by "Diffuse Texture", you mean the texture used as material color? An RGB normal map (and thus not a diffuse texture)? The "_B" hint me this is in fact a bump map... Could you show an example?
There is a need to prioritize on the model before exporting to the game.
I used two programs for the test:
I tried using the old add-on for Blender 2.79 (by ponz) and the model was very well displayed.
If possible, please correct.
Please developer.... make this updated
When importing a model using Blender 2.79b it will be displayed like that:
But when importing using blender 2.80 it will be displayed like that:
The problem is: the shadow mesh at both 2.79b/2.80 are way bigger than normal.
As you can see here:
Album: https://imgur.com/a/c7X1obX
Hello,
I have a problem in Export to .dff
Console Log:
Traceback (most recent call last):
File "C:\Users\lukas\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\gta\gui.py", line 147, in execute
"export_coll" : self.export_coll
File "C:\Users\lukas\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\gta\dff_exporter.py", line 835, in export_dff
dff_exporter.export_dff(options['file_name'])
File "C:\Users\lukas\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\gta\dff_exporter.py", line 823, in export_dff
self.export_objects(objects)
File "C:\Users\lukas\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\gta\dff_exporter.py", line 779, in export_objects
self.dff.write_file(self.file_name, self.version )
File "C:\Users\lukas\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\gta\dff.py", line 1955, in write_file
content = self.write_memory(version)
File "C:\Users\lukas\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\gta\dff.py", line 1947, in write_memory
data += self.write_clump()
File "C:\Users\lukas\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\gta\dff.py", line 1927, in write_clump
data += self.write_geometry_list()
File "C:\Users\lukas\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\gta\dff.py", line 1869, in write_geometry_list
data += geometry.to_mem()
File "C:\Users\lukas\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\gta\dff.py", line 1232, in to_mem
data += Sections.write(Triangle, triangle)
File "C:\Users\lukas\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\gta\dff.py", line 179, in write
_data = pack(packer, *data)
struct.error: ushort format requires 0 <= number <= 0xffff
location: :-1
Hi again.
I want to talk about an issue that plagues all DFF addons for Blender I've tried.
I work for this MTA server that is mostly focused on car tuning. The way that works is by hiding and unhiding models within the vehicle's DFF file. The only DFF addon that exports a DFF correctly for use on this server is KAM's Script for 3DS MAX, and it's what my whole team uses, however, some of us model using Blender as we're not used to 3DS's workflow (and because not all of us have a license), thus we wanting to find an alternative for Blender that works in our server.
All our modded vehicles were exported from 3DS, but when I import one of these cars into Blender to continue work on them some of the parts are in a different scale, as shown here:
That scale can be either bigger or smaller than original and always affects the same models for each DFF. This happens not only with this one but all DFF importers for 2.79 as well.
This one might be a complicated one to solve and arguably also the fault of some issue with 3DS MAX, however, the fact of the matter is that everything shows up correctly in the game and only screws up when importing to Blender, which tells me that if the game can read the file correctly, so does the importer. Just gotta figure out what triggers this to happen.
Exact same DFF in the game:
There is something else that happens with this addon that does not happen with any other, however!
Using DragonFF on 2.80 causes the materials on the model to get... Scrambled? The materials seem to be all there, but the whole model is assigned to the first material and the rest are unused:
(Also, all edges are marked hard, I don't know why? They shouldn't be.)
How it should look, here using GTA Tools for 2.79:
Disabling the "Group Materials" option at import changes the names of the materials but does not solve this problem, as everything else happens the same. This issue happens with all the models in the DFF, not just the chassis.
Quite an old problem related to this add-on, but I decided to write about it on the gith hub page. Let it hang here.
I did a little experiment:
Surprisingly, the model works well.
After that, I created a model ('home.dff') with a large and complex mesh.
Bottom line: the model was not loaded into MEd
Screenshot for presentation:
As I understand it, the problem is in the mesh, MEd reads simple meshes without problems.
In any case, you may be able to fix this problem even if it takes time.
Hello!
Poland Version - Mam problem, instaluje owego addona ale on mi się nie pojawia w bibliotece add-on
English Version - I have a problem, it installs this addon but it does not cover me in the add-in library
It's kinda annoying having to manually remove the black to every texture who needs it.
Maybe having a list of textures who needs it and automatically doing the Transparent node thing can be really useful and timesaver!
Loving the addon so far!
Hello, when I am trying to export my model using DragonFF, error showed bellow is showing to me. It happenes when I export both DFF and COL.
I'm also attaching all needed project files.
Project Files.zip
Addon does not display in the addons section in blender > preferences > addons when installing from zip file. Using Blender 2.82a Thanks -13Stewartc
When importing .dff to the editor, the list of superimposed materials on the model looks very strange, for example, if 2 materials (wall.png, stone.png) are applied to the object, then after importing to Blender they are called: cube.1, cube.2, .... cube.N (where cube is the name of the model and the number after that is the order of the material).
You may find it convenient, but today I had a mission to edit the finished dff from the game, and paste it back into the game with the edits, and I had to re-enter all the names of the textures in the names of materials.
Thank you for your work!
I am brand new to "modding" GTA SA. I am trying to import the models into blender but the only files I can find are "wheels.dff, hoop.dff, arrow.dff, air_vlo.dff, zonecylb.dff, grass.dff, peds.col, vehicles.col, weapons.col" in the models folder anytime I import these, the objects are overlapping and are not textured whatsoever... the peds.col file just outright doesn't work when i import it. The weapons.col file just imports like 50 sphere emptys... what am i doing wrong? I've tried with both GTA SA and GTA VC and i get the same results.. just sphere emptys and overlapping models without textures...
i can't install this in blender 2.79b, it is not showing up in the interface when importing the module.
Witam jak w Blender mieć wiele Śiatek podłączonych do skina bo jak wgrywam skina to mi tylko jedna wyświetla na skinie.
Hello Parik,
I'm using your Tool for a year now and i just found a way to Import GTA LCS IPLs with it. But it only works with the GTA: ReLCS Mod for VC. In this Mod is the full Map and Vehicels Convertet to the Normal DFF File so your tool is accepting it for Importing without issues. But to use the IPLs and IDEs of this Mod you have to copy the whole Map Folder of the Original Vice City into this Standalone Mod-game and then replace and rename some IPLs of the Original IPLs.
As Example:
IPL/IDE commer copied into the airport folder. Delete Original IPL and IDE and rename both commer Files to airport so your IPL importer is accepting it.
This is not working 100% but the Most Models will be Importet and Placed Correctly but some are placed wrong or are missing. Textures are working too with Magic TXD.
Maybe you can Implement this in your tool to make the whole process easier.
I had a Second Problem long ago when Installing the Plug-In: It's not possible for me to install the newest version of your Plug-in but i could fix this by using an older version (DragonFF v.0.0.2) and replacing all Files with the new ones.
And I also found out that the newest version can't Import GTA III Map as correctly as the Special BeamNG.drive DragonFF Tool from Swifterk. (Maybe I should try this later for LCS)
Also the SA Map isn't Importet 100% correctly but I found another tool for that. GTA Tools for SA (Blender 2.79)
A big thanks to you and Swifterik for helping me Importing the full GTA III and VC Map!
When trying to install and enable the most recent version from master, it gives me this error:
Traceback (most recent call last):
File ".../addon_utils.py", line 351, in enable
mod = __import__(module_name)
File ".../__init__py", line 37, in <module>
gui.EXPORT_OT_col,
AttributeError: module 'gta.gui' has no attribute 'EXPORT_OT_col'
Classes EXPORT_OT_col
and DFF_MT_ExportChoice
are not being imported. The Addon can be enabled with no errors after commenting these classes out on __init__.py
:
# Class list to register
_classes = [
gui.IMPORT_OT_dff,
gui.EXPORT_OT_dff,
# gui.EXPORT_OT_col,
gui.MATERIAL_PT_dffMaterials,
gui.OBJECT_PT_dffObjects,
gui.DFFMaterialProps,
gui.DFFObjectProps,
gui.MapImportPanel,
gui.DFFSceneProps,
# gui.DFF_MT_ExportChoice,
map_importer.Map_Import_Operator
]
I am very sorry, can not you write on the wiki page information about creating 'dynamic' lighting on the object.
I am a knowledgeable user of a blender, but in the new version 2.8 I don’t understand much. It was not for me alone that it was interesting to read such information, future users of DragonFF will be glad of such
#1
I apologize for my stupidity. @Zarig
I am aware this is not a standard DFF lock (and thus DFF Unlocker type programs don't fix this issue), but some extra piece of info in the file that is different from standard. Is there a possibility of introducing a "Compatibility Mode" of sorts that makes the DFF files able to get imported by other programs/plugins?
Material management could be improved upon for vehicles (not sure how it is for buildings) I have two materials named "generic" and it just renames it to "generic.001" but this material actually has important changes to it but i wasn't to know that, because the material literally looks like its a duplicate, If generated materials could have names that made sense that would be SUPER helpful ! This tool is very good, but i find myself struggling quite a lot with materials ! Another great option would be a feature that allows us to export without "vertex paint" this is for people who don't realise that their model has vertex paint / don't know how to edit the vertex paint. Hopefully this feedback is helpful, i am enjoying using this tool but would love for it to be improved to make the conversion a lot less complicated ! Thanks -13Stewartc
Hi,
While importing the map I noticed some of the smaller props are misplaced.
Seems to be only ones with multiple LODs (multiple meshes)
Turns out some of the barrier models have very strange positions. They should be at (0, 0, 0), but instead they're something else.
Here's the models in question.
models.zip
models.tar.gz
Any idea what this could be?
Thanks.
This might not even be an issue, but I think it's note-worthy.
Apparently, in 3 and VC there's props in the world, which ignore some of the IPL coordinates at and get overriden at runtime.
This is from one guy over at the Liberty City Countryside mod discord.
When you import the 3 and VC maps, occasionally, there's misplaced props. Lamps under the ground mostly.
Apparently it's a lazy fix by rockstar. I have no idea where these corrections are saved, if they even are, so for map import it's a slight problem, as you have to go and manually correct these props.
For export it might be fine.
Just letting you know. This technically isn't an issue with the importer, but it manifests as such.
I believe this to be unrelated to #13, even though these problems seem similar in nature
Im using Blender 2.79b.
Im using Plugin #v0.0.1 release.
faces.new(verts): face already exists
Traceback (most recent call last):
File "C:\Users\Renan\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\a
ddons\gta_by_dragonFF\gui.py", line 252, in execute
'use_mat_split': self.read_mat_split
File "C:\Users\Renan\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\a
ddons\gta_by_dragonFF\dff_importer.py", line 509, in import_dff
dff_importer.import_dff(options['file_name'])
File "C:\Users\Renan\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\a
ddons\gta_by_dragonFF\dff_importer.py", line 495, in import_dff
col = import_col_mem(collision, os.path.basename(file_name), False)
File "C:\Users\Renan\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\a
ddons\gta_by_dragonFF\col_importer.py", line 167, in import_col_mem
return col.add_to_scene(collection_prefix, link)
File "C:\Users\Renan\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\a
ddons\gta_by_dragonFF\col_importer.py", line 132, in add_to_scene
self.__add_spheres(collection, model.spheres)
File "C:\Users\Renan\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\a
ddons\gta_by_dragonFF\col_importer.py", line 58, in __add_spheres
obj.empty_display_type = 'SPHERE'
AttributeError: 'Object' object has no attribute 'empty_display_type'
location: <unknown location>:-1
location: <unknown location>:-1
Hello,
I made a model for my GTA SA building and tried to export it using your plugin. When tried to install it into my MTA SA server my game just crashed and I didn't knew reason for it. But I tried to import previously exported .dff file also using this script and all cubes I scaled were just normal cubes, floating, without any scale. Why it isn't exporting scale parameters? Or maybe I am doing something wrong. I hope you'll help me.
Thanks.
I decided to try out the new collision export function, created an object, exported it with the "Export Collision" option, and also a file with the same name as .dff with the .col extension only. Nothing is displayed in ColEditFile II, not even a mesh.
Note: both files (.dff and .col) are named by the same name both in the operating system and in the 3D editor (Outlener).
In ColEdit II:
I imported this plugin and it doesn't show up in blender 2.90
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