Shadow-Link Posted August 8, 2010 Share Posted August 8, 2010 (edited) Current version: 0.3.0 Beta Date: 09.12.2010 You can post Comments/Requests/Bug Reports/etc in this topic! NOTE: This is a public beta, and as such it is crucial that you backup all files that you are going to edit with Shadow's Plugins! I wont be held responsible for any loss of files that may result due to use of Shadow's Plugins. News For a full 3DS Max to game tutorial go here Created a youtube movie to show custom cols. Requirements * 3D Studio Max 2010 or higher * GTA IV/EFLC Usage * Extract everything from the zip to your 3DS Max Scripts folder. On x86: 3DS Max 32-bit: "C:\Program Files\Autodesk\3ds Max <Version>\Scripts\" On x64: 3DS Max 32-bit: "C:\Program Files (x86)\Autodesk\3ds Max <Version>\Scripts\"3DS Max 64-bit: "C:\Program Files\Autodesk\3ds Max <Version>\Scripts\" * Start 3DS Max * Start the Max Script "MAXScript -> Run Script" select "SL_IV.mse" * Select a model in your scene that you want to export and select the format you would like to export to. * Exit 3DS Max and import the file with an IMG Editor (SparkIV/OpenIV). * Save the IMG, place the models with a WPL Editor. * Start the game and enjoy your custom models! Known issues * No dummies * No bones Changelog Version 0.3.0 (09.12.2010) * Fixed WBD uses Filename on export * Added multiple COLS in one WBD support * Enabled WBN Export * Fixed import crash * Added COL import surfacetypes Version 0.2.4 (19.11.2010) * Fixed DFF import * Fixed gta_normal_spec shader (Thnx OinkOink) * Added new Shaders Version 0.2.3 (09.11.2010) * Added support for gta_normal and gta_normal_spec shader * Fixed UV bug Version 0.2.2 (06.11.2010) * Added support for gta_spec shader * Made adding support for shaders a lot easier * Enabled really basic WBD export Version 0.2.1 (02.11.2010) * Fixed Dark Shadows and black Vertex Colors * Import should work again Version 0.2.0 (01.11.2010) * Enabled WDR Export * Added Light Setup script Version 0.1.4 (06.10.2010) * Enabled dummies * Fixed some minor issues * Added hierarchy support * Added menu Version 0.1.3 (03.10.2010) * Now also loads the normal and specular map Version 0.1.2 (03.10.2010) * Added support for coltype "composite" Version 0.1.1 (02.10.2010) * Fixed Light RGB values * Fixed loading untextured files Version 0.1 * Initial beta release Credits A very special thanks to (in alphabetical order): Aru, Cool Fire, DaBeast, DeXx, Gforce, GTARandom, JostVice, NeptuneG, OinkOink, Paroxum, REspawn, supermortalhuman, Tim (and everyone I forgot) who have been invaluable in the research of game code/file formats which made this program possible. Legal This program is provided "as-is" without any implied warranty or support. Use of modified files during online play may result in being banned. Use at your own risk! Webmasters Please dont reupload this to your website. Link to this forum topic or my website instead. This tool is still a WIP and there are many many more updates/fixes to come. Edited December 9, 2010 by Shadow-Link Link to comment Share on other sites More sharing options...
Mark01 Posted August 8, 2010 Share Posted August 8, 2010 Great! looking forward to this, I think you're the only one now working on IV... My blog that contains not all but some mods that I made for GTA. Link to comment Share on other sites More sharing options...
_CP_ Posted August 8, 2010 Share Posted August 8, 2010 Shizz, beautiful! I need 'em to IV. Amazing job. Link to comment Share on other sites More sharing options...
Frank.s Posted August 8, 2010 Share Posted August 8, 2010 Exellent job, did you say your're adding bones exporting (in the future)? Does this mean that we will be able to export skeletal meshes and rigged characters for IV? Link to comment Share on other sites More sharing options...
geokes Posted August 8, 2010 Share Posted August 8, 2010 Great, maybe you could make a version for maya sometime? Link to comment Share on other sites More sharing options...
Shadow-Link Posted August 8, 2010 Author Share Posted August 8, 2010 Well I don't have maya so that will be hard to do Link to comment Share on other sites More sharing options...
miclin Posted August 9, 2010 Share Posted August 9, 2010 will the Import/export support "prelight"? Link to comment Share on other sites More sharing options...
Herc Posted August 9, 2010 Share Posted August 9, 2010 Great, maybe you could make a version for maya sometime? + 1 for maya version, this program is always forgotten Link to comment Share on other sites More sharing options...
Shadow-Link Posted August 9, 2010 Author Share Posted August 9, 2010 @frank: if I csn get bones to work properly yes it will be possible. @miclin: yes this will be supported, tho it will be lighted dynamically too. @maya guys: I'll google some info about maya scripting and see if i can get my hands on a trial version or something. but I can't promise anything. Link to comment Share on other sites More sharing options...
_CP_ Posted August 9, 2010 Share Posted August 9, 2010 Is it uploaded? Is it wait on a approval? Link to comment Share on other sites More sharing options...
Arvis Posted August 9, 2010 Share Posted August 9, 2010 Waiting for this! I guess that means no need for Zmod? Link to comment Share on other sites More sharing options...
Shadow-Link Posted August 9, 2010 Author Share Posted August 9, 2010 If you read the first post you would know it's comming this week. indeed no need for zmod. Link to comment Share on other sites More sharing options...
_CP_ Posted August 9, 2010 Share Posted August 9, 2010 I've got a question, which draw distance have a WDD's on reflection? Is it editable, when export? Link to comment Share on other sites More sharing options...
EduardKoeleJuck Posted August 9, 2010 Share Posted August 9, 2010 Wow, so this means we can finally (maybe) have custom character models? Link to comment Share on other sites More sharing options...
Shadow-Link Posted August 9, 2010 Author Share Posted August 9, 2010 @City_Poke912: WDD's are just a bunch of WDR files in one file. So the draw distance is done in the WPL files not in de model files @EduardKoeleJuck: I hope so Link to comment Share on other sites More sharing options...
_CP_ Posted August 9, 2010 Share Posted August 9, 2010 If I know a life, you upload it on Sunday. Link to comment Share on other sites More sharing options...
coin-god Posted August 9, 2010 Share Posted August 9, 2010 Prince-Link I love you man. Please keep working on this, im sure it will be very very usefull. Link to comment Share on other sites More sharing options...
BWARazor Posted August 12, 2010 Share Posted August 12, 2010 For what exactly is this? does this also support "col like files" for GTA4 so we can actually walk against or stand on imported objects we made by scratch? Link to comment Share on other sites More sharing options...
Braindawg Posted August 12, 2010 Share Posted August 12, 2010 For what exactly is this? basically you will be able to edit things like, peds, buildins, main characters, Niko's models etc... i cant wait to make a hoodie for niko. if this works bug-proof YOU SHOULD GET AN AWARD. no kidding. Link to comment Share on other sites More sharing options...
Spider-Vice Posted August 12, 2010 Share Posted August 12, 2010 does this also support "col like files" for GTA4 so we can actually walk against or stand on imported objects we made by scratch? Not yet, read the firts post. Future plans are adding support for WBD files/IV col files. GTANet | Red Dead Network | black lives matter | stop Asian hate | trans lives = human lives the beginning is moments ago, the end is moments away Link to comment Share on other sites More sharing options...
Braindawg Posted August 12, 2010 Share Posted August 12, 2010 i wanted to say this as well: im so happy that this kind of option is finally being developed for us mod makers. i dont understand sh*t in format making or plugins or how to code them etc... so i cant rly contribute anything. but i just love how we all sat down on our asses and waited for a saint like Prince-Link to make this kind of tool for us. its like "yep its still isnt possible, but were waiting for ehm.. somebody to make it..." i guess the wait is finally over? Link to comment Share on other sites More sharing options...
Shadow-Link Posted August 12, 2010 Author Share Posted August 12, 2010 i guess the wait is finally over? almost Link to comment Share on other sites More sharing options...
Braindawg Posted August 12, 2010 Share Posted August 12, 2010 cant wait. first thing will deffinetly be clothes for niko. Link to comment Share on other sites More sharing options...
BWARazor Posted August 14, 2010 Share Posted August 14, 2010 Men that sounds terrific well, if this one will work i´ll start IV´modding again xD Link to comment Share on other sites More sharing options...
ersel54 Posted August 14, 2010 Share Posted August 14, 2010 thats great news Link to comment Share on other sites More sharing options...
Braindawg Posted August 15, 2010 Share Posted August 15, 2010 so, hell, did you upload the plugin and its awaiting approval or you havent finished it yet? how about you show us some screenshots like Niko wearing CJs glasses or better off a sleavles shirt Link to comment Share on other sites More sharing options...
_CP_ Posted August 15, 2010 Share Posted August 15, 2010 When can we expect those exporters?Somewhere this/next week it's still in testing/coding stage but is almost finished. It's Sunday now, and we don't have plugins yet. Link to comment Share on other sites More sharing options...
Shadow-Link Posted August 15, 2010 Author Share Posted August 15, 2010 @MinnieMan121249: If you read the first post you can see that it doesn't do bones yet. That part I am still working on. If I release it now you can only do buildings/weapons. @City_Poke912: Read my answer to MinnieMan121249 Link to comment Share on other sites More sharing options...
_CP_ Posted August 15, 2010 Share Posted August 15, 2010 So you need to working bones to release it? Link to comment Share on other sites More sharing options...
Shadow-Link Posted August 15, 2010 Author Share Posted August 15, 2010 If you want to export player and ped models, yes. Link to comment Share on other sites More sharing options...
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