Re: kdff gui (v0.1.1) -
Romz - 05.11.2017
If txd is selected, this error occurs.
Re: kdff gui (v0.1.1) -
Kalcor - 05.11.2017
I think this version will crash if you remove the startup balloon files. It\'ll be fixed in the next version.
Re: kdff gui (v0.1.1) -
J0sh... - 05.11.2017
Quote:
Originally Posted by Kalcor
I think this version will crash if you remove the startup balloon files. It\'ll be fixed in the next version.
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Yeah it does violate if no balloon files.
Re: kdff gui (v0.1.1) -
Trzin - 05.11.2017
Good job, Kalcor !
Re: kdff gui (v0.1.1) -
Gforcez - 05.11.2017
Can this thread be stickied to this board? Because it\'s a pretty nice tool and it might get burried between all the other posts.
EDIT: Thanks
Re: kdff gui (v0.1.1) -
EstoniaNMaN - 05.11.2017
Why all models I\'m trying to make have SAMP collison support turn out invisible?
Re: kdff gui (v0.1.1) -
Kalcor - 05.11.2017
Quote:
Originally Posted by EstoniaNMaN
Why all models I\'m trying to make have SAMP collison support turn out invisible?
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Can you provide more info? What are you using to model? What is the radius of the model when you open it in kdff? Can you check the generated col dimensions in Collision Editor II 0.4? What is the base model ID you are using?
Re: kdff gui (v0.1.1) -
bib - 05.11.2017
What does the error 2?
Re: kdff gui (v0.1.1) -
EstoniaNMaN - 05.11.2017
Make Col error: 2 is the error I keep getting now, if I try to export .col files of the models. I need help with this thing mostly now than the other problem I wrote about earlier.
Re: kdff gui (v0.1.1) -
Roozevelt - 05.11.2017
Thank you for the share man
Re: kdff gui (v0.1.1) -
JokeyL - 05.11.2017
@UP2 - Same.
And my WINDOWS10 blocking kdff.exe from command prompt(This App Can’t Run on your PC)
Re: kdff gui (v0.1.1) -
Kalcor - 06.11.2017
Error 2 = Can\'t read dff geometry section.
You\'ll need to provide more info about your model, maybe even upload the dff file if possible.
Re: kdff gui (v0.1.1) -
EstoniaNMaN - 06.11.2017
Do the cutscene objects cause error 2, after these are rigged in 3ds max and exported? (I didn\'t attach normal SA\'s .dff to the cutscene objects in 3ds max, btw). I tried to do this on the opposite of "normal GTA SA .dff" ones. They worked fine ingame (with modloader for example or just regularly exported wise, just normal .dff and .txd with empty collision), but the error pops up in the kdff, when I\'m trying to export a collision file. Exporting the collision files so I could test the objects in Collision II program.
Re: kdff gui (v0.1.1) -
Romz - 06.11.2017
Kalcor,
I have a suggestion for this program. Add please the ability to remove the collision from the dff file.
In some cases, when there is no original, this would be very useful.
Re: kdff gui (v0.1.1) -
paulommu - 08.11.2017
"Append col to dff error: 7"
What is that error? I tried to append an existing .col file, and also making the .col file with kdff gui, same error.
Re: kdff gui (v0.1.1) -
Hitto - 08.11.2017
Nice
Re: kdff gui (v0.1.1) -
NaS - 08.11.2017
This is nice. It would be really awesome if the kdffgui would support command line too, so you can create collisions for a lot of objects at once (and attach them with kdff afterwards) via BAT files.
Re: kdff gui (v0.1.1) -
dugi - 08.11.2017
Quote:
Originally Posted by NaS
This is nice. It would be really awesome if the kdffgui would support command line too, so you can create collisions for a lot of objects at once (and attach them with kdff afterwards) via BAT files.
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It\'s already possible, kdff.exe included in the download is the console application, run it without any parameters for example usage.
Re: kdff gui (v0.1.1) -
NaS - 08.11.2017
Quote:
Originally Posted by dugi
It\'s already possible, kdff.exe included in the download is the console application, run it without any parameters for example usage.
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Ahh thank you, I thought it was only for attaching the .col.
Re: kdff gui (v0.1.1) -
m1n1vv - 09.11.2017
Access violation at address 0046D552 in module \'kddfgui.exe\'. Read of address 00000024