open iv : http://viahold.com/3fLT
gims evo :http://viahold.com/3fMO
blender : http://viahold.com/3fNE
To start off, you will need to install GIMS Evo into 3ds Max. Follow the instructions given in the link above. After installing, launch up 3ds Max. GIMS Evo will download a few things if it is your first startup, otherwise this is how you'll be greeted:
On the right side, you can see GIMS Evo's in the Utilities tab.
To get those files, open up OpenIV. Click
If this is your first time using OpenIV, follow the on-screen instructions until you get to this:
Now, to get the two files(materials.dat and materialfx.dat) click on common.rpf, then click on data. Materials.dat is in the materials folder. Right click it and extract it to any folder, I usually make a new folder named Game Modding and put it in it:
Now go back to the data folder and now go to the effects folder. There you will find materialfx.dat. Extract it to the SAME folder as you did for materials.dat. Now, go back to 3ds Max and browse to that folder:
Once it is loaded, you will see this window:
Loading up a normal model in GIMS Evo
Now that that is done, we need a base model to work with. Most people use ig_bankman(poor guy) and so that's what we will use.
Using OpenIV navigate to x64e.rpf\models\cdimages\componentpeds_ig.rpf and find ig_bankman. You can use the search function:
Using the search function, you will find 4 files:
Right click on the .ydd file and click Export to openFormats (.odd)
Export it to whereever you want. I'm going to export it to the Game Modding folder we made earlier.
Click Select Folder.
Export it to the SAME folder you exported the .odd to. It is IMPORTANT.