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[Error] The problem with the compatibility and drawing of the model in 3D view programs. #9

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MarkHollywood opened this issue May 26, 2019 · 11 comments
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@MarkHollywood
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MarkHollywood commented May 26, 2019

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.

Error 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.

Kdff error

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. :)

@Parik27 Parik27 self-assigned this May 27, 2019
@Parik27 Parik27 added the bug Something isn't working label May 27, 2019
@Parik27
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Parik27 commented May 27, 2019

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.

@MarkHollywood
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MarkHollywood commented May 28, 2019

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

@Parik27
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Parik27 commented May 28, 2019

@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".

@MarkHollywood
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MarkHollywood commented May 28, 2019

@Zarig
Error in Export Model
Error

@Parik27
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Parik27 commented May 28, 2019

Thank you, @MarkHollywood. I've fixed this in the latest commit.

@MarkHollywood
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MarkHollywood commented May 28, 2019

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
xD

@Parik27
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Parik27 commented May 28, 2019

Well, I'm not sure what's wrong there, the model imports fine in Blender even with the "Import Material Split" option checked. 🤷‍♂️

@Parik27 Parik27 added enhancement New feature or request and removed bug Something isn't working labels May 28, 2019
@MarkHollywood
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MarkHollywood commented May 29, 2019

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:
bl

KdffGUI:
kd

The screenshots show that the script does not accurately export the model vertices. I hope you fix it. Thanks for your support. @Zarig

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Parik27 commented May 29, 2019

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.

@MarkHollywood
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MarkHollywood commented May 29, 2019

True, I bring my apologies. All the same problem in the program itself.
s

@MarkHollywood
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MarkHollywood commented May 29, 2019

@Zarig

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