Jump to content

SteveP165

Members
  • Posts

    10
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

SteveP165's Achievements

Member

Member (5/54)

0

Reputation

  1. Yeah, it worked. Thank you for your help.
  2. I have already tried every 3 of these. The Kam's and Goldfish's scripts do the error I wrote about, and the Hero's doesn't even work properly. I get an instant crash with that when I try to import the file.
  3. Hi, I found a car model on gtaall and I wanted to make some modifications to it with 3dsmax. The problem is when I imported the dff file, I got an error which said "error in FrameList." I tried searching for solutions, but I haven't find anything yet and I have no idea how can I fix this. Here's the model: https://upload.mtasa.com/u/737418496/108620-audi-rs6-c7-2017.zip_ Hope I can get help here.
  4. https://upload.mtasa.com/u/242513668/exgbank.rar_ These are the two parts (dff+col) which have problems.
  5. I tried it that way and it's so much better now, but some cols still contain invisible walls. I checked if there's any vertex there, but these areas are empty, so it's still not clear what causes that.
  6. Well, that's not they way I wanted to export the objects, beacuse in this case I have to position them in game to create the building. Anyway, I will do it somehow. But the other problem is that the collisions have invisible walls in some place. What can I do about it?
  7. Hello all, I faced a problem when I tried to export my models and their col files with 3dsmax. The problem is that exporting moves the objects for no reason. I have the objects positioned perfectly in the project (objects are imported from multiple fbx files) and when I import back the exported dff into 3ds it's in full different location. Of course that's also true for in game, so they are elsewhere than where they should be. I found it very strange beacuse a few days ago it worked perfectly, then my modeller send new fbx files and this happened. I don't know if the problem is in those files, or in the export process. I have already tried to use these exporters: https://gtaforums.com/topic/838479-dff-importer-and-exporter-for-3ds-max/ , https://www.gtagarage.com/mods/show.php?id=9172
  8. We have finally managed to use the model ingame. Btw you were right, the problem was with the object's size, so we decided to lower it and cut the model into multiple objects. Anyway, I just wanted to say thank you for your help.
  9. I tried both exporters you had sent, but the debug gave the same error message as before. So I uploaded the files as you asked: https://upload.mtasa.com/u/763780526/models.zip_
  10. Hello. My problem is that someone created a 3d model in Blender for my server, but using Blender's DragonDFF plugin is not possible, beacuse when it comes to exportation it gives error lines. To solve this we tried to export it in FBX, and then export the model with 3ds max's DFF IO plugin. The process was succesful but when I tried to replace the model it gave an error line in the debug. (WARNING: eg_models/custom.lua:102: Bad usage @ 'engineReplaceModel' [Model ID 4718 replace failed]) The script can't be wrong, beacuse we have 20 models already replaced using the same script. So I assume the model is corrupted or something like that. As I was searching for a solution I found same answers, so the problem may be in the dff file. So can someone help in this?
×
×
  • Create New...