Closed MarkHollywood closed 5 years ago
Not sure why the KAMS Error occurred though, need more information on that.
About the DFF Viewer errors, it is because the tool doesn't export Bin Mesh PLG data yet, which isn't required for the game, but I guess the tools need it for importing the model. I'm working on including that in the next version of the scripts along with other enhancements including improved Normals export, and duplicate detection.
Thanks for the report.
I can’t temporarily say the details of this error, I know that when I import a model in .dff format into 3ds Max, I get an error. I assume that you need to consider yourself Kam's Script.
I hope you will find a solution, because our community is worried about the compatibility of .dff in 3D editors. @Zarig
@MarkHollywood Can you check if the model displays correctly in your DFF Viewers in the latest version?
Well, that's not enough information to proceed, I'm afraid. I don't know what you mean by "considering myself Kam's Script".
@Zarig
Error in Export Model
Thank you, @MarkHollywood. I've fixed this in the latest commit.
You are already close, but some irregularities and breaks in the model. On the past screen was almost flat surface. On the screen is damaged. @Zarig
Well, I'm not sure what's wrong there, the model imports fine in Blender even with the "Import Material Split" option checked. :man_shrugging:
You misunderstood me.
I made a model in a blender and exported it through your scripts, but in the program for displaying .dff models, it is distorted, some points are generally far away.
Blender:
KdffGUI:
The screenshots show that the script does not accurately export the model vertices. I hope you fix it. Thanks for your support. @Zarig
Well it surely does export them properly as they can be imported back just fine, and they look alright ingame too. I'm not sure what causes that in KDFF, and it is indeed a KDFF bug and not a bug with my scripts.
True, I bring my apologies. All the same problem in the program itself.
@Zarig
The problem with the compatibility and drawing of the model in 3D view programs.
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. :)