Jump to content

[help] model moves after exportation.


SteveP165

Recommended Posts

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

Link to comment

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?

 

Link to comment
  • Administrators
12 hours ago, SteveP165 said:

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.

Something you can do is create an IPL using Goldfish's scripts (MAP IO) for the object positions, and then convert IPL to .lua using Patrick's converter.

12 hours ago, SteveP165 said:

But the other problem is that the collisions have invisible walls in some place. What can I do about it?

If you follow the advice in my previous post and you're having invisible walls, try exporting your model to CST using Goldfish's CST exporter. The reason you want to export with this is it erases zero-faced polygons in the model which tend to cause problems with collision calculations. You can then import the CST into Steve M's Collision Editor, and finally export a .col from that program.

Link to comment
On 27/08/2021 at 04:58, Tut said:

If you follow the advice in my previous post and you're having invisible walls, try exporting your model to CST using Goldfish's CST exporter. The reason you want to export with this is it erases zero-faced polygons in the model which tend to cause problems with collision calculations. You can then import the CST into Steve M's Collision Editor, and finally export a .col from that program.

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.

Link to comment
  • Administrators
40 minutes ago, SteveP165 said:

https://upload.mtasa.com/u/242513668/exgbank.rar_
These are the two parts (dff+col) which have problems.

Thanks.

I'm not sure if you've noticed that the bank floor's collision is different from the DFF. This might create invisible walls simply because the collision model is different from the DFF model. Other than that, the models are very unoptimized and certainly not fit for games - I would look at optimizing them or at least the collision.

For this file I have used the same steps as in my second post by exporting to CST. If this doesn't fix it for you, I'm afraid your only solution is lowering the polycounts of your model and making sure the collision models are covering the DFF model correctly.
https://cdn.discordapp.com/attachments/308955445568077824/883322569770545152/colfixes.zip

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...