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[V|REL] GIMS Evo for GTA V

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Ugur Productıonn
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#1231

Posted 27 January 2018 - 08:15 PM

Thanks


Ugur Productıonn
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#1232

Posted 27 January 2018 - 08:42 PM

OK I'll see.

tHANKS


Smallo92
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#1233

Posted 30 January 2018 - 03:09 AM

Every file I try to import gives me the following error.
 

[2 errors]
1 times:	Can't find a vertex declaration with name "NA4D53FD6" for material #1. Mesh can't be read and will be skipped.
1 times:	Can't import anything.
[0 warnings]

3Doomer
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#1234

Posted 30 January 2018 - 05:20 AM

Are you using the latest GIMS and OpenIV versions?

Smallo92
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#1235

Posted 30 January 2018 - 05:25 AM

Version 2.92 of OpenIV and I just went and redownloaded the manual version from the OP to make sure I was up to date. I could never get the web installer to work. Using 3DS Max 2016.


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#1236

Posted 30 January 2018 - 09:52 AM

Where can I find models that you've tried to import?

Smallo92
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#1237

Posted 30 January 2018 - 12:49 PM Edited by Smallo92, 30 January 2018 - 12:49 PM.

I've tried models from this https://www.gta5-mods.com/maps/vice-v and this https://www.gta5-mods.com/maps/gta-5-liberty-city-portland


3Doomer
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#1238

Posted 30 January 2018 - 03:00 PM

Well...I suspect there're some non-standart shaders used, so OpenIV and GIMS don't know them.

I'll see what can I do if you give some exact file paths to try importing.


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#1239

Posted 30 January 2018 - 03:28 PM

It's all about VertexDeclarations introduced in one of the OpenIV updates, older drawable converts using FiveM had different values or missing them.

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#1240

Posted 30 January 2018 - 03:35 PM Edited by 3Doomer, 30 January 2018 - 03:35 PM.

VDs always were on the scene, but not so exposed to you, but they weren't easily tuneable and haven't worked properly.

That update you're referring to, supports adding or modifying VDs at will(for custom shaders, for an example).


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#1241

Posted 31 January 2018 - 12:46 AM Edited by Smallo92, 31 January 2018 - 01:43 AM.

Well...I suspect there're some non-standart shaders used, so OpenIV and GIMS don't know them.

I'll see what can I do if you give some exact file paths to try importing.

well these are DLC Packs so they are installed in update\x64\dlcpacks\miami

 

then inside the dlc.rpf is x64/levels/gta5/miami


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#1242

Posted 08 February 2018 - 03:44 AM Edited by JCAWilkes, 08 February 2018 - 03:54 AM.

Hello,

 

I wonder if anyone can help me. I am using GIMS EVO to import a GTA5 player model into 3ds max, I do this by using OpenIV to export the chemsec.ydd file through open formats. I then export the chemsec.yft file through open formats and place it into the same location the .odd file is now. I then rename s_m_m_chemsec.skel to s_m_m_chemsec FULL.skel. Now I use GIMS EVO to import the .ODD file into 3ds max. Once it has finished importing I instantly export it again through GIMS EVO, I then take the exported file and import it through open formats into OpenIV. The model looks fine in OpenIV however the following happens when I enter the game. I cannot find any tutorials on the internet. 

 

1fa778edef93b2c406a781e744d0d9a3.jpg

 

 

I hope my explanation helps someone find the answer I am looking for. I also hope you can assist me without being too technical because I am an old sweat when it comes to texturing and editing .ytds but I am new to modeling and trying to teach myself best I can.

 

Cheers


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#1243

Posted 08 February 2018 - 03:18 PM

I get an error when I open 3d max

 

''can't start the Shared core

can't compile the Shared core

--compile error: only throws without arguments are permitted in catch expressions''

 

what am I doing wrong

3Doomer
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#1244

Posted 08 February 2018 - 03:24 PM

 

I get an error when I open 3d max

 

''can't start the Shared core

can't compile the Shared core

--compile error: only throws without arguments are permitted in catch expressions''

 

what am I doing wrong

 

You are not reading the installation instructions file. Use supported MAX version.


Ugur Productıonn
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#1245

Posted 17 February 2018 - 04:22 PM

Vr3kaV.jpg1

 

lObMjk.jpg2

 

After you convert the model, the model appears to be corrupted in the open IV program.The GIMS EVO program looks good? why?


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#1246

Posted 17 February 2018 - 04:29 PM

GIMS can't properly export facial bones. For now, you shouldn't skin the mesh to them.


Ugur Productıonn
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#1247

Posted 17 February 2018 - 05:31 PM

GIMS can't properly export facial bones. For now, you shouldn't skin the mesh to them.

When can he recover?


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#1248

Posted 17 February 2018 - 05:42 PM

I don't really know when I'll find the way to fix that.


Ugur Productıonn
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#1249

Posted 17 February 2018 - 05:45 PM

I don't really know when I'll find the way to fix that.

Please just try to resolve this.I'il help if I have to.Because this program is really useful for converting characters...


Ugur Productıonn
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#1250

Posted 18 February 2018 - 09:46 AM Edited by Ugur Productıonn, 18 February 2018 - 09:47 AM.

rOORq3.jpg

 

 

Now, why is this happening?  Like I said, I want to help, too.Because this program is handy.


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#1251

Posted 18 February 2018 - 12:38 PM

Looks like something's wrong with your GIMS installation. Try reinstalling.


Ugur Productıonn
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#1252

Posted 18 February 2018 - 03:22 PM

Looks like something's wrong with your GIMS installation. Try reinstalling.

My charity worked so well until yesterday.And can gims transport the bones properly? now


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#1253

Posted 18 February 2018 - 09:21 PM

MddBJ9.jpgQVVzMg.jpgXPP34D.jpgbBBEbj.jpg

 

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#1254

Posted 20 February 2018 - 06:18 AM Edited by BeardedPete, 20 February 2018 - 07:07 AM.

How to Fix this? wind:sclhv/frqhv is already 0.
Fixed

 

vdeO3Hu.png


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#1255

Posted 20 February 2018 - 08:49 PM

 

I don't really know when I'll find the way to fix that.

Please just try to resolve this.I'il help if I have to.Because this program is really useful for converting characters...

 

Forget it, is not GIMS Evo issue, is the open formats array structure, since GTA IV this has been a limitation in OpenIV including some shaders incompatibility.


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#1256

Posted 20 February 2018 - 08:54 PM

 

 

I don't really know when I'll find the way to fix that.

Please just try to resolve this.I'il help if I have to.Because this program is really useful for converting characters...

 

Forget it, is not GIMS Evo issue, is the open formats array structure, since GTA IV this has been a limitation in OpenIV including some shaders incompatibility.

 

No, it isn't.


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#1257

Posted 23 February 2018 - 02:15 PM Edited by MetaGTA, 23 February 2018 - 02:17 PM.

 

 

 

I don't really know when I'll find the way to fix that.

Please just try to resolve this.I'il help if I have to.Because this program is really useful for converting characters...

 

Forget it, is not GIMS Evo issue, is the open formats array structure, since GTA IV this has been a limitation in OpenIV including some shaders incompatibility.

 

No, it isn't.

 

Oh now I see, you're right. In tests if a vanilla GTA V ped is imported to Gims and if his head is not retouched in anything in Skin modifier, the export in game keeps proper facial rigging without deformation issues. But, if is modified any skin weight in face, the "deformed mesh" issue appears in game and original skin weights is affected too.


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#1258

Posted 23 February 2018 - 02:25 PM

You don't quite got my point. There're no "limitations" in openFormats, it's all R* sh*t.


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#1259

Posted 27 February 2018 - 04:03 AM Edited by nkjellman, 27 February 2018 - 05:08 AM.

I think 3D Max 2018 royally f*cked up something with GIMS.

 

GIMS Evo for GTA V has a compile error and doesn't even show up on the right side. It even recommends I downgrade to 2012. It worked on the 2017 version.

GIMS IV has an error which tends to disappear. It still shows up on the right however, and I can still interact with it.

 

maofxT6.png

 

 

 

I can't download an older version as I used up both of my student licences. I can't believe people fork out over a thousand dollars for a program where your plugins won't even be compatible in a year.

 

Edit: Suddenly I seem to be able to download 2016. Hopefully it works.

 

Edit: 2016 works, however it doesn't properly scale the GUI for my 4k monitor. I don't think it is GIMS fault. Definitely Max.


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#1260

Posted 27 February 2018 - 09:37 AM Edited by 3Doomer, 27 February 2018 - 09:47 AM.

I know that MAX 2017 and 2018 don't work with GIMS. That's why I'm mentioning 2016 in readme.

 

GIMS window is intended to be 120*160 mm in size, you can check it with a ruler.

If it's not, I want to work with you on the solution.

 

What's the model of your monitor? What resolution are youruning on it? Are windows DPI setings default?

Also, a screenshot would be very helpful.





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