
Hence the official exporter rotates the hierarchy 90 deg around x. See the README for some more information.ĮDIT: Just a comment on the "convert axes" option: In RenderWare the usual convention is for the y-axis to point up while in max z points up. Not everything that is imported can be exported yet, but I wanted to get this thing out. There's an option in the import dialog to fix this.ĮDIT: As of version 2.0 there is an exporter now as well. Note that models exported by Kam's script don't get different materials per mesh as Kam exports material IDs wrong. That does *not* include iOS LCS dffs (yet) as they're not proper dffs. Not all things are supported yet but you should be able to import pretty much any GTA dff from any platform.

This material is a more or less accurate copy of the official RwMaterial. I created a new material and provided a converter to Kam's material as I don't have an exporter yet.

I think I got to a point where I can release a first version. I've been working on a dff importer (EDIT: and exporter) based on librw for 3ds max recently.
