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dragonff's Introduction

DragonFF 🐉

DragonFF is a Blender Addon for import and export of GTA files.

At the moment, only Renderware files are supported. Support for formats other than .dff is planned.

Supported Features

The following is a list of supported features by the addon

File Types

  • Model files
  • Texture Files
  • Collision files (including the ones packed in dff)
    • Import
    • Export (Partial)
  • Map files (.ipl, .ide)
    • Import (Partial, experimental)
    • Export
  • Animation files

Model Features

  • Skinned mesh support
  • Multiple UV Maps
  • Mass export
  • Material Effects
    • Environment/Normal Maps
    • Dual Textures
    • UV Animation
  • Rockstar Specular and Reflection Extensions
  • 2D Effects

Installation

  1. Download the addon zip file from the latest master branch
  2. Import the downloaded .zip file by selecting it from (User) Preferences/Addons/Install from File
  3. Set the addon "GTA DragonFF" to enabled
  4. Import dff from Import tab or an IPL/IFP from the panel in Scene Settings

Python Module

The python scripts have been designed with reusability in mind. As of now, the dff module is standalone, and can be used with any other Python instance without the need for Blender API.

Standalone Modules

  • - DFF - dff.py
  • - TXD - txd.py
  • - COL - col.py
  • - IPL/IDE - map.py (partial, experimental)
  • - IFP - ifp.py

Contributors

The following have contributed significantly to the project:

dragonff's People

Contributors

blakcatto avatar ddoodm avatar dreamsyntax avatar etkramer avatar izzotop avatar jgooderham avatar parik27 avatar psycrow101 avatar rtazis avatar ryczek02 avatar swift502 avatar whoozle avatar

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dragonff's Issues

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

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. :)

This plug-in doesnt seem to be working for me

I am brand new to "modding" GTA SA. I am trying to import the models into blender but the only files I can find are "wheels.dff, hoop.dff, arrow.dff, air_vlo.dff, zonecylb.dff, grass.dff, peds.col, vehicles.col, weapons.col" in the models folder anytime I import these, the objects are overlapping and are not textured whatsoever... the peds.col file just outright doesn't work when i import it. The weapons.col file just imports like 50 sphere emptys... what am i doing wrong? I've tried with both GTA SA and GTA VC and i get the same results.. just sphere emptys and overlapping models without textures...

Bug UV-map with imported DFF model

I imported the DFF model into blender and for some reason the UV map of the road has the wrong coordinates (screenshot attached). The screenshot shows that the texture of the polygon is incorrectly mapped, I think this is due to inaccurate import of the UV map.

If you think that this is a model problem, then it is not, everything is displayed correctly in 3ds max.
Screen

[Bug] Car headlights

I noticed such a bug.
When you export a standard model to the game, the lights of the car become different colors.
Corrected only by turning on / off the headlights.
Screenshot

Alpha Textures

It's kinda annoying having to manually remove the black to every texture who needs it.

Maybe having a list of textures who needs it and automatically doing the Transparent node thing can be really useful and timesaver!

Loving the addon so far!

Exporting problem.

While exporting, material names won't save, this causes a problem with samp.

IPL prop position corrections

This might not even be an issue, but I think it's note-worthy.

Apparently, in 3 and VC there's props in the world, which ignore some of the IPL coordinates at and get overriden at runtime.

image

This is from one guy over at the Liberty City Countryside mod discord.
When you import the 3 and VC maps, occasionally, there's misplaced props. Lamps under the ground mostly.

image

Apparently it's a lazy fix by rockstar. I have no idea where these corrections are saved, if they even are, so for map import it's a slight problem, as you have to go and manually correct these props.
For export it might be fine.

Just letting you know. This technically isn't an issue with the importer, but it manifests as such.
I believe this to be unrelated to #13, even though these problems seem similar in nature

[Bug] Model is not displayed in programs for viewing models.

There is a need to prioritize on the model before exporting to the game.
I used two programs for the test:

  • DFF Viewer by Majestic (When loading the model, the program crashes)
  • DFF Viewer by Dan (Not displayed)
  • SA-MP kdff (v0.2.5) (Not displayed)

I tried using the old add-on for Blender 2.79 (by ponz) and the model was very well displayed.
If possible, please correct.

image
image

GTA LCS Map Import and Some Feedback

Hello Parik,
I'm using your Tool for a year now and i just found a way to Import GTA LCS IPLs with it. But it only works with the GTA: ReLCS Mod for VC. In this Mod is the full Map and Vehicels Convertet to the Normal DFF File so your tool is accepting it for Importing without issues. But to use the IPLs and IDEs of this Mod you have to copy the whole Map Folder of the Original Vice City into this Standalone Mod-game and then replace and rename some IPLs of the Original IPLs.
As Example:
IPL/IDE commer copied into the airport folder. Delete Original IPL and IDE and rename both commer Files to airport so your IPL importer is accepting it.
This is not working 100% but the Most Models will be Importet and Placed Correctly but some are placed wrong or are missing. Textures are working too with Magic TXD.
Maybe you can Implement this in your tool to make the whole process easier.

I had a Second Problem long ago when Installing the Plug-In: It's not possible for me to install the newest version of your Plug-in but i could fix this by using an older version (DragonFF v.0.0.2) and replacing all Files with the new ones.

And I also found out that the newest version can't Import GTA III Map as correctly as the Special BeamNG.drive DragonFF Tool from Swifterk. (Maybe I should try this later for LCS)
Also the SA Map isn't Importet 100% correctly but I found another tool for that. GTA Tools for SA (Blender 2.79)

A big thanks to you and Swifterik for helping me Importing the full GTA III and VC Map!

Problem installing DragonFF in blender 2.8

Getting the following message from blender when trying to install the addon scripts from masters

`Traceback (most recent call last):
File "D:\Softwares\Blender28\2.80\scripts\modules\addon_utils.py", line 351, in enable
mod = import(module_name)
File "C:\Users\adity\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\gta_init_.py", line 18, in
from . import gui, map_importer
File "C:\Users\adity\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\gta\map_importer.py", line 19, in
from . import map as map_utilites, dff_importer
File "C:\Users\adity\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\gta\map.py", line 17, in
from . import map_data
File "C:\Users\adity\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\gta\map_data.py", line 24, in
from .importer_common import game_version
ImportError: cannot import name 'game_version' from 'gta.importer_common' (C:\Users\adity\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\gta\importer_common.py)

`

Map Import Lacks a Button To Run

I'm using the latest commit made at Jul 13, 2019.
I know the IPL importer is still being developed, but is it normal that I have no button to interact with in the UI to actually start the importing process? Is this the same for everyone?
image
Shouldn't there be a button in this panel to start importing the map?
Also, on 2.79, this panel, although present, is entirely empty.
There's nothing in the wiki mentioning the Map Import function of this addon yet.

Alpha Textures not work

Hi,

I realized that in the addon there is no support for alpha textures.

It would be nice to do this.

In game:
Screen 1

Textures in MagicTXD:
Screen 2

Screen 3

Positional issues multiple-mesh DFFs

Hi,

While importing the map I noticed some of the smaller props are misplaced.
Seems to be only ones with multiple LODs (multiple meshes)

image
image

Turns out some of the barrier models have very strange positions. They should be at (0, 0, 0), but instead they're something else.

image

Here's the models in question.
models.zip
models.tar.gz

Any idea what this could be?
Thanks.

Seat panel for editing vertex color

Hi, I wanted to offer a life hack for my beloved addon. I’m tired of going into the “Vertex Color” tab to edit the color of the vertex and everything related to it. You can put this in a separate panel DragonFF, with all the necessary buttons. I think this is not difficult to do, just group the ready-made functions into one panel for greater convenience. Thank's!

DFFs exported by DragonFF can't be opened by other importers

image

image

image

image

I am aware this is not a standard DFF lock (and thus DFF Unlocker type programs don't fix this issue), but some extra piece of info in the file that is different from standard. Is there a possibility of introducing a "Compatibility Mode" of sorts that makes the DFF files able to get imported by other programs/plugins?

Feature Request / Bug Fix / Some feedback.

Material management could be improved upon for vehicles (not sure how it is for buildings) I have two materials named "generic" and it just renames it to "generic.001" but this material actually has important changes to it but i wasn't to know that, because the material literally looks like its a duplicate, If generated materials could have names that made sense that would be SUPER helpful ! This tool is very good, but i find myself struggling quite a lot with materials ! Another great option would be a feature that allows us to export without "vertex paint" this is for people who don't realise that their model has vertex paint / don't know how to edit the vertex paint. Hopefully this feedback is helpful, i am enjoying using this tool but would love for it to be improved to make the conversion a lot less complicated ! Thanks -13Stewartc

Images aren't shared among imported materials (check_existing=True issue)

Hi,

I'd really like to solve this because it's the last remaining piece for me.

The check_existing option used here doesn't seem to work:

https://github.com/Zarig/DragonFF/blob/40762f456a6b446e941ace4f7d32cdf1bed2415f/gta/dff_importer.py#L269-L273

I tried to find what exactly happens in Blender's source (maybe it's an actual bug?), but I ended up here, and don't really know where it leads. I can't find this "load" function anywhere:

https://github.com/dfelinto/blender/blob/78f8679cfc6d6e8f19d84908ab4343ce6638faf3/release/scripts/modules/bpy_extras/image_utils.py#L106

I tried all sorts of things and additional options and nothing seems to work.
Any ideas on what's causing this?

Exported cars have the camera higher than vanilla's

Hi again!
This is a new issue that came with the collision exporter update, but I think it's the importer that causes it.
Basically, this is how the camera should be at, at this position like in the vanilla game:
proxy_sa 2020-03-14 22-34-41-45 avi_snapshot_00 00 078

The moment I simply import a car and export it back again, ingame, the camera shifts up, like so:
proxy_sa 2020-03-14 23-50-40-91

(While having this version, if I use blend files that had the car imported by old pre-col-exporter versions of DragonFF, the camera doesn't change.)

How can I solve this?

[Bug] Blender 2.79b - Collision import error. AttributeError: 'Object' object has no attribute 'empty_display_type'

Im using Blender 2.79b.
Im using Plugin #v0.0.1 release.

faces.new(verts): face already exists
Traceback (most recent call last):
  File "C:\Users\Renan\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\a
ddons\gta_by_dragonFF\gui.py", line 252, in execute
    'use_mat_split': self.read_mat_split
  File "C:\Users\Renan\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\a
ddons\gta_by_dragonFF\dff_importer.py", line 509, in import_dff
    dff_importer.import_dff(options['file_name'])
  File "C:\Users\Renan\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\a
ddons\gta_by_dragonFF\dff_importer.py", line 495, in import_dff
    col = import_col_mem(collision, os.path.basename(file_name), False)
  File "C:\Users\Renan\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\a
ddons\gta_by_dragonFF\col_importer.py", line 167, in import_col_mem
    return col.add_to_scene(collection_prefix, link)
  File "C:\Users\Renan\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\a
ddons\gta_by_dragonFF\col_importer.py", line 132, in add_to_scene
    self.__add_spheres(collection, model.spheres)
  File "C:\Users\Renan\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\a
ddons\gta_by_dragonFF\col_importer.py", line 58, in __add_spheres
    obj.empty_display_type = 'SPHERE'
AttributeError: 'Object' object has no attribute 'empty_display_type'

location: <unknown location>:-1

location: <unknown location>:-1
  • It is Importing the model + model_vlo.
  • But not importing the collision mesh.

AttributeError: module 'gta.gui' has no attribute 'EXPORT_OT_col'

When trying to install and enable the most recent version from master, it gives me this error:

Traceback (most recent call last):
File ".../addon_utils.py", line 351, in enable
mod = __import__(module_name)
File ".../__init__py", line 37, in <module>
gui.EXPORT_OT_col,
AttributeError: module 'gta.gui' has no attribute 'EXPORT_OT_col'

Classes EXPORT_OT_col and DFF_MT_ExportChoice are not being imported. The Addon can be enabled with no errors after commenting these classes out on __init__.py:

# Class list to register
_classes = [
    gui.IMPORT_OT_dff,
    gui.EXPORT_OT_dff,
    # gui.EXPORT_OT_col,
    gui.MATERIAL_PT_dffMaterials,
    gui.OBJECT_PT_dffObjects,
    gui.DFFMaterialProps,
    gui.DFFObjectProps,
    gui.MapImportPanel,
    gui.DFFSceneProps,
    # gui.DFF_MT_ExportChoice,
    map_importer.Map_Import_Operator
]

[Help] 'Dynamic' lighting in object

I am very sorry, can not you write on the wiki page information about creating 'dynamic' lighting on the object.
I am a knowledgeable user of a blender, but in the new version 2.8 I don’t understand much. It was not for me alone that it was interesting to read such information, future users of DragonFF will be glad of such
#1
I apologize for my stupidity. @Zarig

Glass texture makes mesh transparent

Hey, i've observed a problem with glass material. I'm using vanilla material that i imported with another model. It works on some windows and on some it makes some or all objects transparent.

Inkedmta-screen_2020-10-17_16-22-04_LI
mta-screen_2020-10-17_16-21-56
mta-screen_2020-10-17_16-21-58
mta-screen_2020-10-17_16-21-59
mta-screen_2020-10-17_16-22-08

Installation

Hi, I have a problem installing the blender add-on, could someone record a movie or explain exactly how to install the add-on.

[Bug] Blender 2.79b/2.80 - Shadow / Col mesh scale way bigger than the actual vehicle mesh.

When importing a model using Blender 2.79b it will be displayed like that:

  • Notice that the collision and shadow meshes are not placed inside a collection (thats fine).

https://imgur.com/kcTBDq8

But when importing using blender 2.80 it will be displayed like that:

  • Notice that now the collision and shadow meshes are placed inside a collection (i think its called this way) called model.dff.model_col.

https://imgur.com/ddBPiTM

The problem is: the shadow mesh at both 2.79b/2.80 are way bigger than normal.

As you can see here:

  • The shadow mesh X scale is 256.0f and the chassis X scale is 2.0f.

https://imgur.com/2VH22R0

https://imgur.com/DCM7deh

Album: https://imgur.com/a/c7X1obX

Work with 2D Effects

When will the 2D Effects (2dfx) feature be implemented?

I know that there is a similar script for Blender version 2.79, even used it several times.

2dfx add-on:
image

Error exporting DFF with bump maps

image

image

I have to complain about the documentation here, because I can't even be sure if I'm doing this right. The documentation for the Materials is short on information and the one it has is based on loose terms that leaves you wondering if you understood it right.
I have yet to understand what the Framebuffer Alpha is used for in the Env Maps section, or, if the Bump Map the game uses is a black and white map or a RGB normal map (the purple ones with red, green and blue creeping in places). Also, certain information, for example, about the Environment Map not using any texture in PC and Xbox seems to be straight incorrect. I'm talking about this piece of text:
image
I've tested this ingame, and, the game does in fact use the texture stated there (scrolling it as you move), and, if removed, the material turns simply black.

With that out of the way, is this error on export due to a bad setup or an actual bug? I tried to follow the documentation on it as best as I could understand it.
Also, by "Diffuse Texture", you mean the texture used as material color? An RGB normal map (and thus not a diffuse texture)? The "_B" hint me this is in fact a bump map... Could you show an example?
image

Error

Hello Parik27! This error occurs when importing a skin into blender. I don’t know what it’s connected with. I leave the file itself for you.

I can open this skin in 3d max, but blender gives an error.

maffa.zip

[Suggestion] Incorrect material name when importing dff

When importing .dff to the editor, the list of superimposed materials on the model looks very strange, for example, if 2 materials (wall.png, stone.png) are applied to the object, then after importing to Blender they are called: cube.1, cube.2, .... cube.N (where cube is the name of the model and the number after that is the order of the material).
You may find it convenient, but today I had a mission to edit the finished dff from the game, and paste it back into the game with the edits, and I had to re-enter all the names of the textures in the names of materials.
Thank you for your work!

Question.

Hello,
I have a problem in Export to .dff
Console Log:
Traceback (most recent call last):
File "C:\Users\lukas\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\gta\gui.py", line 147, in execute
"export_coll" : self.export_coll
File "C:\Users\lukas\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\gta\dff_exporter.py", line 835, in export_dff
dff_exporter.export_dff(options['file_name'])
File "C:\Users\lukas\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\gta\dff_exporter.py", line 823, in export_dff
self.export_objects(objects)
File "C:\Users\lukas\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\gta\dff_exporter.py", line 779, in export_objects
self.dff.write_file(self.file_name, self.version )
File "C:\Users\lukas\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\gta\dff.py", line 1955, in write_file
content = self.write_memory(version)
File "C:\Users\lukas\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\gta\dff.py", line 1947, in write_memory
data += self.write_clump()
File "C:\Users\lukas\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\gta\dff.py", line 1927, in write_clump
data += self.write_geometry_list()
File "C:\Users\lukas\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\gta\dff.py", line 1869, in write_geometry_list
data += geometry.to_mem()
File "C:\Users\lukas\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\gta\dff.py", line 1232, in to_mem
data += Sections.write(Triangle, triangle)
File "C:\Users\lukas\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\gta\dff.py", line 179, in write
_data = pack(packer, *data)
struct.error: ushort format requires 0 <= number <= 0xffff

location: :-1

[Enhancement] Incorrect display of model type

When exporting an object in the .dff format, I noticed a flaw: when executing a future model, the model type is not correctly set in the title bar of the future model.
In the screenshot .blend, and automatically should be .dff.
Please correct. :)

image

Error loading dff in MEd

Quite an old problem related to this add-on, but I decided to write about it on the gith hub page. Let it hang here.

I did a little experiment:

  1. I created a simple cube model and applied a texture to it.
  2. Added it to MEd:

Surprisingly, the model works well.

After that, I created a model ('home.dff') with a large and complex mesh.
Bottom line: the model was not loaded into MEd
Screenshot for presentation:

As I understand it, the problem is in the mesh, MEd reads simple meshes without problems.
In any case, you may be able to fix this problem even if it takes time.

Exporting Problem

Hello,
I made a model for my GTA SA building and tried to export it using your plugin. When tried to install it into my MTA SA server my game just crashed and I didn't knew reason for it. But I tried to import previously exported .dff file also using this script and all cubes I scaled were just normal cubes, floating, without any scale. Why it isn't exporting scale parameters? Or maybe I am doing something wrong. I hope you'll help me.
Thanks.
Screenshot_1
Screenshot_2

Create and export 2dfx effects

Hello,
The idea of creating a function of exporting 2dfx effects for a model has been lying for a long time. Only I do not know how to organize it in gui? Any ideas?

module is not installing

i can't install this in blender 2.79b, it is not showing up in the interface when importing the module.

Exporting Error.

Hello, when I am trying to export my model using DragonFF, error showed bellow is showing to me. It happenes when I export both DFF and COL.
image
I'm also attaching all needed project files.
Project Files.zip

[Error] Collision export function does not work (.COL)

I decided to try out the new collision export function, created an object, exported it with the "Export Collision" option, and also a file with the same name as .dff with the .col extension only. Nothing is displayed in ColEditFile II, not even a mesh.

Note: both files (.dff and .col) are named by the same name both in the operating system and in the 3D editor (Outlener).

In ColEdit II:

image

Blender3D:
image

How I exported an object (Example):
image
image

GTA San Andreas DFFs exported by DragonFF cannot be imported in ZModeler

You've fixed the previous exporting lock problem, but it seems that there's another one. Models created from scratch and exported by DragonFF can be easily opened in ZModeler but DFFs imported by DragonFF from San Andreas gta3.img and then exported are locked and cannot be imported in ZModeler.
Problem

Help!

Hello!

Poland Version - Mam problem, instaluje owego addona ale on mi się nie pojawia w bibliotece add-on

English Version - I have a problem, it installs this addon but it does not cover me in the add-in library

The "self" parameter

Hi (again),

I'm new to Python and I'm trying to wrap my head around the "self" keyword used as a parameter. There's many points in the code (almost all files) where my Python linter (pylint 2.3.1) in VSCode tells me there's errors because self isn't defined as the first parameter in class functions...

image

...and then when a parameter is used that isn't self...

image

I don't want to break the conventions, so can I / should I always put self as the first parameter for class functions? Is it necessary? Does the current codebase work fine with these "errors"?

Thanks.

Scaling issues on import of DFF files exported from 3DS MAX

Hi again.
I want to talk about an issue that plagues all DFF addons for Blender I've tried.
I work for this MTA server that is mostly focused on car tuning. The way that works is by hiding and unhiding models within the vehicle's DFF file. The only DFF addon that exports a DFF correctly for use on this server is KAM's Script for 3DS MAX, and it's what my whole team uses, however, some of us model using Blender as we're not used to 3DS's workflow (and because not all of us have a license), thus we wanting to find an alternative for Blender that works in our server.
All our modded vehicles were exported from 3DS, but when I import one of these cars into Blender to continue work on them some of the parts are in a different scale, as shown here:
blender 2019-07-16 15-25-21-75
That scale can be either bigger or smaller than original and always affects the same models for each DFF. This happens not only with this one but all DFF importers for 2.79 as well.
This one might be a complicated one to solve and arguably also the fault of some issue with 3DS MAX, however, the fact of the matter is that everything shows up correctly in the game and only screws up when importing to Blender, which tells me that if the game can read the file correctly, so does the importer. Just gotta figure out what triggers this to happen.
Exact same DFF in the game:
proxy_sa 2019-07-16 16-12-37-45

There is something else that happens with this addon that does not happen with any other, however!
Using DragonFF on 2.80 causes the materials on the model to get... Scrambled? The materials seem to be all there, but the whole model is assigned to the first material and the rest are unused:
blender 2019-07-16 15-28-27-34
(Also, all edges are marked hard, I don't know why? They shouldn't be.)

How it should look, here using GTA Tools for 2.79:
blender 2019-07-16 15-27-59-29
Disabling the "Group Materials" option at import changes the names of the materials but does not solve this problem, as everything else happens the same. This issue happens with all the models in the DFF, not just the chassis.

Siatka DFF

Witam jak w Blender mieć wiele Śiatek podłączonych do skina bo jak wgrywam skina to mi tylko jedna wyświetla na skinie.

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