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3ds max 2011 for skyrim modding
3ds max 2011 for skyrim modding











3ds max 2011 for skyrim modding

If you have a choice to buy faster videocard by at least 10%, then choose it instead of x2 bigger vram.

3ds max 2011 for skyrim modding

But still, it is just a dream, developers will not do this any soon, they rather introduce tons of optimization tricks to support customer's hardware and raytracing in general still such a slow thing, like it's the Voodoo graphics accelerator of 199x. Only future games with raytracing can change this, because casted ray may need to hit something very far from camera, so that thing must be loaded in memory. Transfer data from ram to vram happens by driver when resource is used, but this introduce microstuttering when you go to some new place, which happens anyway cause game do it, but fps is the same. As i said, memory is shared almost as vram+ram = usablevram, game do not use all those 11 gb at same moment, so it doesnt matter if data reside in ram or vram if it is not rendered. Look for a Grand Theft Auto DFF option in File > Export and File > Export Selected.Don't listen Anubis about vram, it doesnt matter how much it is used for performance if you have enough ram and vram is not something tiny. Update Visual C++ 2010 runtimes if you are getting error code 106.Ĥ. You must also replace the file in case you are using the GTA_Material.ms that comes with the importer.ģ.

3ds max 2011 for skyrim modding

However, I guarantee this is not going to affect functionality of Kam's scripts. This is an extended version of Kam's GTA_Material.ms and the original one must be replaced if you want to export UV animations. Place GTA_Material.ms in \scripts\startup. Copy the appropriate DffExporter_.dle file to \plugins or \stdplugs.ĭffExporter_2010x86.dle is for 32 bit 3ds max 2010/2011ĭffExporter_2012x86.dle is for 32 bit 3ds max 2012ĭffExporter_2010圆4.dle is for 64 bit 3ds max 2010/2011ĪndĝffExporter_2012圆4.dle is for 64 bit 3ds max 2012Ģ. (i) Remembers previously used export settings.ġ. If you have more than one hierarchy in the scene a multiclump file is generated. (d) Night vertex color export alpha included. (b) Vehicle and map object export (ped support and 2dfx not yet implemented). (a) Supports GTA III, GTA Vice City and GTA San Andreas. Check the following link for an equivalent importer. Since it's a compiled binary it will do the job faster than MAXScript. DFF exporter developed with the 3ds max SDK. Disclaimer: Although we make every effort to ensure the validity of submissions to the GTAGarage database, GTANet cannot accept responsibility for the contents of user submitted files.













3ds max 2011 for skyrim modding