UPDATE 14th January 2012:
Fixed a flipped faces problem that occurs when importing tristripped models.
UPDATE 25th November 2011: Added progress bar
This is set of compiled plugins developed with the SDK and compatible with 3ds max 2010, 2011 and 2012. 32 and 64 bit versions are included.
Check this link for an equivalent* .NET importer plugin compatible with some previous as well as future releases of 3ds max.
1. If you do not have Kam's GTA scripts, place gta_material.ms in the directory <3ds max root folder>\scripts\startup.
Kam's scripts are available here: http://www.gtagarage.com/mods/show.php?id=9172
2. Place the appropriate .dli file in directory <3ds max root folder>\plugins or <3ds max root folder>\stdplugs. Do not copy to both places.
DffImporter_2010x86.dli works with 32 bit builds of 3ds max 2010 and 2011
DffImporter_2010x64.dli works with 64 bit builds of 3ds max 2010 and 2011
DffImporter_2012x86.dli works with 32 bit builds of 3ds max 2012
DffImporter_2012x64.dli works with 64 bit builds of 3ds max 2012
3. The plugin is accessible from "File > Import". Look for a "Grand Theft Auto .dff" entry in the drop down list.
[a] Imports GTA III, Vice City and GTA SA models (PC versions only)
[b] Works with multiclump files (all clumps imported).
[c] Imports materials, normals, both UV maps and vertex colors (including night vertex colors).
[d] Imports UV animations.
[e] Progress bar
[f] Imports peds; skin data included
[g] PED .ifp animations not supported
[h] 2dfx not supported.
[i] Does not import collisions
Coding and design : Seggaeman
Testing and encouragement : fastman92
Dff format information: DexX, REspawn, Kam, gtamodding.com
RW Analyze: Steve M
Copyright (c) 2011-2012 by Seggaeman
January 14th 2012
*Since this is a WIP both tools may not be updated simultaneously. One other difference is that the .NET plugin has a dialog for selecting which clump to import.
For error code 126:
Update visual C++ runtimes.
(if you are using a 64 bit plugin).