This is a script for 3D MAX - Game Indefinite Modding Suite Evolved(GIMS Evo) with GTA V support.
What can you do using the current version:
Import and export collisions(OBN/OBD)
Import and export models(ODR/ODD)
+RAM: minimum 2 Gb(with equal or bigger swap file), recommended 4 or more.
+Internet connection(not required, but used for web installation, updates, and error reports).
+Windows 7, or any newer.
+The newest .NET Runtime recommended.
+Any 3D MAX version from 9(with Service Pack 2 and \"AvGuard DLX Extension\") to 2016.
+It's strongly recommended to install all 3D MAX updates and Service Packs.
OpenIV's required for openFormats<>Game_Resource (OBN<>YBN, OBD<>YBD, etc.) conversion.
- How to properly import a ped model in 3D MAX (if the model after import is missing bone names, or skinning applied wrong)?
For an example, the model's name is "ig_beverly.ydd".
Export it to the openFormats(press RMB and select "Save content").
Find the game .YFT file (it's often the same name and location, like "ig_beverly.yft"), and export its skeleton to the same folder as the model(press RMB and select "Export skeleton to openFormats").
Go to that folder, find "ig_beverly.skel" file, and add " FULL"(without quotes, and mind the whitespace here) to the name of it, so the full file name would be like "ig_beverly FULL.skel".
Now you can import "ig_beverly.odd" file from that folder, and it will load proper skeleton and skinning.
The same scheme applies to .YDR files.
- What is GIMS node or a modifier?
That's a thing that you create using "Create object" button in GIMS window.
- How to make an embedded model collision?
Basically, collisions must be hierarchically linked to GIMS "Model" node, GIMS "Bone" node, or a mesh/poly node with GIMS "Game mesh" modifier on it, to allow GIMS see them on export.
Also, any type of collision object(box, mesh/poly, etc) must be linked to GIMS "Composite" collision node (and that Composite node must be linked as described earlier). The Composite node it isn't actually needed for some of the game models, but that's another story.
Every collision node(and GIMS Collision "Mesh" modifier, applied to mesh/poly node) has "Composite child flags". These flags setup physical interaction flags for the collision.
There're some set by default, but you probably should set those from "Type" group too: "Weapon", "Moving", "Cover", "Vehicle", "Ped", "Ragdoll", "Object".
If you research what any of the flags actually do, you can report the results here, and they will be properly named
- What to do if model's affected by wind ingame(moving by itself when outdoors)
Some shader parameter sets have "um" parameters, which makes that effect(usually, such parameter sets have "_um" in the name).
You should check all your materials using GIMS material editor, and set parameters like these to zero(0):
- "Global umParams: ScaleH/ScaleV/FreqH/FreqV"
- "Wind: (x64/Xbox1/Ps4): Stiffness Multiplier (ps3/360):SclH/SclV/FrqH/FrqV"
New GTA V materials(just created, or converted from other material type) have these parameters set to zero, so you don't have to do it manually.
Export hierarchy rules: