I am using 3Ds Max 2011 since it was new, could you please make it backwards compatible? GIMS EVO itself just have more problems with these newer versions you mention than my one.
I think if you use a newer version of 3ds you will fix everything. I've tested it on 2016/2017/2018
Thanks, now it run but after importing my json file i get this I picked the 3.5 dll you mention
Try downloading it again from newtonsoft github. It will include assemblies for different .net versions. Download this and take the .dll from Bin\net35 or Bin\net20
(Remember to check if Windows locks it.)
Anyway I added a first version of water.xml exporter.
Usage: open the water.xml exporter set your parameters and click add to add the WaterQuad to the WaterData (if you enable CalmingQuad or WaveQuad they will be added too).
If you have one or more geometries selected (for example some planes) and click add, it will use add for each of them a WaterQuad using the bound of the geometries and the rest of the properties will be taken from the chosen settings.
ps: Can you also add an gta v grass tool? Because i want to map grass but i don't want to do it with a script, i want real grass mapping
I will add requirements in the first post asap.
about "grass" you mean the fur or the props?
EDIT: I've tested using the assembly for 2.0 on 3Ds Max 2016 and still works.
Also which OS do you have installed?
If you have Windows 10 check this: https://knowledge.au...k-products.html
And for the grass, i mean all types of grass we can map. Just GRASS_LONG, GRASS_MID GRASS_SHORT and so on. I think they are all props. But it would be very useful to have a tool for that, that also let us directly export the mapped grass with the right physical settings. Just like the vanilla map.
And i use Windows 8.1 64 bit, maybe i should use 2.0 instead of 3.5?
I will see which is the problem and if I can do something editing the code. Anyway Gims evo works perfectly on 2016.
Also I don't get what do you mean with the grass thing, those names aren't just collisions id?
The grass is a group of mapped grass props like in GTA IV. The collision of the grass is affected by the map collision. It would be very cool if you could make a tool to map grass on our object that is like a brush tool if you know what i mean. The important thing on that is, the size of the object we get with this tool, should be the same like the result we get finally in the game. The coordinates should be the same. Ok i think you don't understand this, let me explain me in other words.
We all want to map grass right? There are different types of grass props, ok. We could do this with a script over the Map Editor script, yea. But that is sh*t. We want that in our static map files like original GTA V map parts.
But we also don't want to create new grass objects right? All we need is a easy tool that let us to create the coordinates of GTA V grass prop objects on our map to place the grass objects from the GTA V map object database. And the tool you have here should also export the grass with it, with all the important vegetation settings automaticly set that we need in our map files like all other archtypes and so on.
On the point: A visual grass placement tool like the MAP EDITOR script. The tool should let us place the GTA V grass props with a kind of brush tool.
And when we export our map file like you already working on, then you will also get the exported "placed grass props setting"
Sorry for my bad english, i hope i make it understandable with that.
There are different props of grass, we don't want to place every single grass prop by hand, thats why a paint tool would be useful for that. 3Ds Max already have some kind of object painting tools. Take a look at it
and also at
prop_veg_grass_01_a - d
prop_veg_grass_02_a and so on. I think there is a meta file for grass setting somewhere.
And try this tool
I think that will help you to understand how the grass of GTA V work.
If you get that, then you could also add other vegetation props in the future i think