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[V|REL] GIMS Evo for GTA V

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3Doomer
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#1

Posted 01 January 2016 - 11:23 PM Edited by 3Doomer, 2 weeks ago.

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)

 

Requirements:

 

Hardware:
+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).

 

Software:
+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.

 

Additional openFormats info's on the OpenIV website, or HERE.

 

DOWNLOAD

Web install

Manual install

 

FAQ:

 

  • 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):

- "umGlobalParams"

- "Global umParams: ScaleH/ScaleV/FreqH/FreqV"

- "Wind:SclHV/FrqHV"

- "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:

Spoiler

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DamnedDev
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#2

Posted 02 January 2016 - 08:05 AM

Sweet thanks.
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PhillBellic
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#3

Posted 02 January 2016 - 09:46 AM

Soon, NPC Model Editing... :^:

 

Nice. :)

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R1kiPe
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#4

Posted 02 January 2016 - 12:22 PM

Do you know how to import on GTA V .obj / 3ds model? i have an .obj model and i want convert in ydd for replace trevor face model, how can I? 


3Doomer
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#5

Posted 02 January 2016 - 12:27 PM

Do you know how to import on GTA V .obj / 3ds model? i have an .obj model and i want convert in ydd for replace trevor face model, how can I? 

You can't do anything related to the models while OpenIV don't support model formats.

X-Seti
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#6

Posted 02 January 2016 - 05:51 PM Edited by X-Seti, 02 January 2016 - 05:54 PM.

Very cool indeed.

 

I may have some questions in time.


3Doomer
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#7

Posted 02 January 2016 - 05:53 PM

There will be material converter in future.
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Mister P
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#8

Posted 04 January 2016 - 04:22 PM Edited by Mister P, 04 January 2016 - 04:45 PM.

Great, thank you 3Doomer !

Edit :it works nicely :)

Can't wait for OpenIV to allow .ydr export in openformat ! 


jpm1
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#9

Posted 05 January 2016 - 11:25 AM

i want to make a donation for GIMSIV but Yandex is down and for some reason i canno't register my cellphone on Webmoney . i want to give more than 20 euros . if you are interested by western union or paypal send me your data in PM

 

Cheers .


reditec
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#10

Posted 05 January 2016 - 11:45 AM

i want to make a donation for GIMSIV but Yandex is down and for some reason i canno't register my cellphone on Webmoney . i want to give more than 20 euros . if you are interested by western union or paypal send me your data in PM

 

Cheers .

https://de.gta5-mods...h-gta-v-support

You can donate at his 5mods page :)

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3Doomer
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#11

Posted 07 January 2016 - 10:20 PM

i want to make a donation for GIMSIV but Yandex is down and for some reason i canno't register my cellphone on Webmoney . i want to give more than 20 euros . if you are interested by western union or paypal send me your data in PM

 

Cheers .

As it was mentioned above, you can donate using PayPal here https://de.gta5-mods...h-gta-v-support

Also, you can do it using any of requisites mentioned in a page, which opens by the "About" button in GIMS plugin rollout under 3D MAX Plugins tab.


nkjellman
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#12

Posted 08 January 2016 - 09:02 PM Edited by nkjellman, 08 January 2016 - 09:07 PM.

I guess this will help with fixing some collisions around the map, like the invisible wall in North Yankton, or the invisible wall blocking the doorway at Martin's Ranch.

For now. Soon, the good stuff will happen. One small step for map modding. One giant leap for modding.

Mr.Arrow
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#13

Posted 09 January 2016 - 02:05 PM

rMEQGg7l.jpg
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3Doomer
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#14

Posted 09 January 2016 - 02:07 PM

I'm already doing that :-D

Mr.Arrow
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#15

Posted 09 January 2016 - 02:45 PM

I'm already doing that :-D


is that a collision file or ydr model?

I haven't mod gta for years so Im a bit curious.

3Doomer
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#16

Posted 09 January 2016 - 03:07 PM

These are collisions. No models without OpenIV.

reditec
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#17

Posted 09 January 2016 - 03:27 PM

Noob question: What is the difference between models and collisions? Also I've seen sometime ago colliders in unity... *total-confusion*


3Doomer
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#18

Posted 09 January 2016 - 03:28 PM

Noob question: What is the difference between models and collisions? Also I've seen sometime ago colliders in unity... *total-confusion*

Collisions're for the physical engine of the game, while models're for a graphical one.


reditec
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#19

Posted 09 January 2016 - 03:50 PM

Okay. And now for noobs again? xD

What do you mean with "for the physical engine"?

Is it for calculating physics or something?


3Doomer
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#20

Posted 09 January 2016 - 04:16 PM

It's for physical interaction between objects.
You can Google collisions for precise explanation...

wapeddell
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#21

Posted 10 January 2016 - 03:27 AM

Hey 3Doomer any word on importing Player meshes or Peds?

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_CP_
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#22

Posted 10 January 2016 - 10:36 AM

Later this year.

3Doomer
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#23

Posted 10 January 2016 - 09:00 PM

Just a sneak peek to the GTA V collisions map(the same idea as it was for GTA IV).

COLS_small.png

Full resolution link

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Mr.Arrow
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#24

Posted 10 January 2016 - 10:02 PM

Is that north yankton bottom right?it looks like a new map or something? New dlc? :<D

3Doomer
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#25

Posted 10 January 2016 - 10:12 PM

Is that north yankton bottom right?

I guess it is.


nkjellman
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#26

Posted 12 January 2016 - 09:37 AM

 

Is that north yankton bottom right?

I guess it is.

 

The solid part of North Yankton.

 

Also, when ymap support comes, it would be neat to have a tool to convert Map Editor xml files to ymap. I'd like to make Project Wood a ymap.


3Doomer
  • 3Doomer

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#27

Posted 13 January 2016 - 09:15 PM Edited by 3Doomer, 13 January 2016 - 09:16 PM.

A new update's available!

 

You'll need to update GIMS files in 3D MAX/Scripts/Startup folder using one of the install archives(links're in the 1st post, as always).

 

 

GIMS Evo GTA V core release 13.1.2016 21:2 UTC

Improved the import staging to conserve RAM
Fixed primitive collision box transform import
Stability improvements

GIMS Evo Shared core release 13.1.2016 21:2 UTC
Improved the error reporting system
GIMS will try to update its main script by itself on future updates
Optimized object plugins memory consumption
Stability improvements
Changed main script version


Mr.Arrow
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#28

Posted 14 January 2016 - 12:56 AM

Are you going to make the export version for collisions? :<O

3Doomer
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#29

Posted 14 January 2016 - 05:04 AM

Are you going to make the export version for collisions? :<O

Yes, I'm currently working on it.

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#30

Posted 21 January 2016 - 11:47 PM

Any word on updates?





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