Convert Obj To Dff Exclusive -

A standard OBJ-to-DFF converter ignores hierarchy. An exclusive conversion rebuilds that hierarchy.


If you are diving into the world of modding—specifically for classic titles like Grand Theft Auto: San Andreas, GTA III, or Vice City—you have likely hit a specific wall. You have a beautiful 3D model in a standard generic format (OBJ), but the game engine requires a proprietary, strictly formatted file: the DFF.

Converting an OBJ to a DFF isn't like converting a JPEG to a PNG. It is an "exclusive" process because DFF files are picky, rigid, and require specific collision data and hierarchy structures to function in-game.

If you have tried generic converters and ended up with a game crash, this guide is for you. Here is how to bridge the gap between modern modeling software and retro game engines.


This method is 100% free and retains normals, materials, and hierarchies. convert obj to dff exclusive

If you have dozens of models (e.g., a map conversion project), you need automation.

Recommended Script (for Blender + DragonFF via Python):

import bpy
import os

input_dir = "C:/objs/" output_dir = "C:/dffs/"

for file in os.listdir(input_dir): if file.endswith(".obj"): bpy.ops.import_scene.obj(filepath=os.path.join(input_dir, file)) bpy.ops.object.select_all(action='SELECT') bpy.ops.export_scene.dff(filepath=os.path.join(output_dir, file.replace(".obj", ".dff")), export_normals=True, export_materials=True, export_vertex_colors=True) bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete(use_global=False) A standard OBJ-to-DFF converter ignores hierarchy

Caution: Batch conversion only works reliably if all OBJs share identical material structures and triangulation.


Even with the steps above, things can go wrong. Here is the checklist for a successful conversion:

Why this is exclusive: ZModeler writes the RenderWare Frame List correctly, including unused dummy frames that GTA’s exe expects. If you are diving into the world of


Your DFF may export but fail in-game. Run these checks:

import struct
import numpy as np

class DFFExclusiveBuilder: def init(self, name="object"): self.name = name self.geometries = [] # list of (verts, tris, uvs, normals, material_index) self.materials = [] # list of material names

def add_geometry(self, vertices, triangles, uvs, normals, material_name):
    self.geometries.append(
        'verts': vertices,
        'tris': triangles,
        'uvs': uvs,
        'normals': normals,
        'material': material_name
    )
    if material_name not in self.materials:
        self.materials.append(material_name)
def build(self):
    # Minimal valid DFF structure for GTA SA (exclusive mode)
    data = bytearray()
# RW version chunk
    data.extend(struct.pack('<III', 0x10F, 0x04, 0x1803FFFF))  # Section, size, version
# Clump start
    data.extend(struct.pack('<III', 0x10F, 0x04, 0x1803FFFF))
# Frame list
    frame_count = 1
    data.extend(struct.pack('<III', 0x253F2FE, 12 + frame_count*28, 0x1803FFFF))
    data.extend(struct.pack('<I', frame_count))
    # Identity matrix + position
    for _ in range(frame_count):
        data.extend(struct.pack('<ffffffffffff', 1,0,0,0, 0,1,0,0, 0,0,1,0))  # 3x4 matrix
        data.extend(struct.pack('<fff', 0,0,0))  # position
# Geometry list
    for geo in self.geometries:
        # Atomic section
        data.extend(struct.pack('<III', 0x253F2F2, 12, 0x1803FFFF))
        data.extend(struct.pack('<I', 0))  # frame index
# Geometry struct
        verts = np.array(geo['verts'], dtype=np.float32)
        tris = np.array(geo['tris'], dtype=np.uint16)
        uvs = np.array(geo['uvs'], dtype=np.float32)
        normals = np.array(geo['normals'], dtype=np.float32)
flags = 0x01  # has vertices
        if len(uvs) > 0:
            flags |= 0x08  # has UVs
        if len(normals) > 0:
            flags |= 0x10  # has normals
geom_size = 36 + len(verts)*12 + len(tris)*6 + len(uvs)*8 + len(normals)*12
        data.extend(struct.pack('<III', 0x253F2F1, geom_size, 0x1803FFFF))
        data.extend(struct.pack('<II', len(verts), len(tris)))
        data.extend(struct.pack('<I', flags))
# Vertices
        for v in verts:
            data.extend(struct.pack('<fff', v[0], v[1], v[2]))
# Triangles
        for t in tris:
            data.extend(struct.pack('<HHH', t[0], t[1], t[2]))
# UVs
        for uv in uvs:
            data.extend(struct.pack('<ff', uv[0], uv[1]))
# Normals
        for n in normals:
            data.extend(struct.pack('<fff', n[0], n[1], n[2]))
return bytes(data)