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Tutorials with examples

tndy edited this page Aug 28, 2025 · 7 revisions

This page will provide some examples of how to work with a particular DragonFF tool.

Creating the "pulsation" effect on the marker.


In this tutorial we will look at how to create a "pulsation" effect on a marker.


Background
    It all started with that I came across example of a marker from the PS2 version created by aap (well known in the GTA modding scene).
    And his marker had a previously unseen "glow" effect with periods on the mission entry marker.
    Later I found out that it was created with the help of his model converter tool convdff but it did not help me achieve the same result on my model.
    Also, while examining the game code, an interesting line was found, called C3dMarker, and the values ​​​​m_nPulsePeriod and m_fPulseFraction contained in it.

    Code in game

    Then I began to understand how it works and for a long time I could not understand how to reproduce it on my custom model, but by trial and error - I managed to find a solution.
    And only thanks to joint efforts on the server GTA Gropies in Discord we managed to understand and recreate this effect on a custom model.

    And the thing turned out to be that in the example from aap in the cylinder.dff file, the debugger of his program (as of 2016, as I understand it) mistakenly wrote garbage data in the form of 0xCD to the value where the normal values ​​should be, and this led to this effect.

Creating the effect using Blender
    I will give an example on a standard cylinder in blender.

    Creating a cylinder in blender

      First example on the main page page
        1. Before starting, you must enable the display of split normals.

          Enabling display of split normals

        2. Select all vertices and merge them using the keyboard shortcut Alt + N and "Merge"

          Merging Normals

        3. Select all vertices in "Edit Mode" , and in the "Mesh" tab > "Normals" (or the keyboard shortcut Alt + N) select "Point to Target" and assign a value of 1000 to the X axis

        4. In the "Object" tab > "DragonFF - Export Object" The "Normals" and "Export Custom Split Normals" items must be enabled, after which you can export the model to the game.

          Enabling the Export Custom Split Normals item in the Object tab

        I also attach my DFF file provided in the first example, for personal review.
      Second example on the main page

        The algorithm of actions is almost the same as in the first example from 1 to 4.
        With the exception of point 3, where you need to select the vertices and set the normals in "Point to taget".
        Normals need to be set in a special way, as shown in the animation.

        Setting up normals diagonally

        For a value of 1000, select the top and bottom vertex diagonally, and for the adjacent vertex, select the top and bottom vertex diagonally as well. for the value -1000.

        And at the end, do the same as in point 4 of the first example. To consolidate the result, you can turn off and on the values ​​"Export Normals" and "Export Custom Split Normals".

        Turning Normals Off and On

        file DFF given in the second example, for personal review.

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