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General OpenIV Discussion and Announcements


GooD-NTS
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If your make right click on export button (in GIMS) you will see this help message:

 

---------------------------

OpenBounds export help

---------------------------

Scene hierarchy:

 

DUMMY "dev_openbounds"

--DUMMYs (name as output file)

----BOUND OBJECTS

 

Bound objects can be:

 

MESH or POLY object

BOX

SPHERE

CAPSULE

DUMMY (composite collision that consists of bound objects)

 

Name your composite children or single bounds(OBN) as you wish, but other objects must be named as in IDE.

 

Don't forget to set specific collision material to all of the objects!

 

Material rules:

*One object - one multi-material.

*Multi-material consists only of "GTA IV Collision mesh" materials.

---------------------------

ОК 

---------------------------

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Thanks but I always have this error yet:

 

Unknown property: "m_matlst" in Standard_2:Standard

 

My scene with object:

 

user posted image

 

edit:// Alright I found what I was doing wrong smile.gif

Edited by Luten
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and I've the next problem. When I'm trying to save .obn to .wbn I've clean scene when I want to see collision in the OpenFormats.

 

user posted image

 

In the game I haven't collision for my object.

 

In the 3ds Max everything is ok. I had problems with export to .obn file but now is good.

 

user posted image

 

I can open .obn/.wbn file in OpenFormats without any problems and save to .wbn too.

 

WBN file after save .obn to .wbn. Looks like good but as I said in Collision viewer I can't see my coll.

user posted image

 

What's wrong?

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in Collision viewer I can't see my coll.

 

rotate the camera in different directions using the mouse and I'm sure you'll find your collision..

 

or perhaps you use the type of collision, which is not supported in viewer yet..

Edited by Chipsman
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So for now we still use Shadow's plugins for exporting buildings?

to export WDRs yeah as for making IDE I wish they took the stupid dummy system. I need to make a dummy to get the IDE file but it doesn't seem to work.

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I don't have a direct answer to your problem, but maybe this will help:

 

A WBN needs to be on the exact same coordinates as your model is defined in the WPL.

So if your WPL says your model is at x300 y400 z500 you need to export your WBN in 3Ds Max at those exact same coordinates.

 

At least this is the case with Shadow plugins, me guess is this would be the same.

 

A WBD on the other hand is like the COL format in the last gen gta's, it's on the same place as the model is (used for generics and such)

 

EDIT: My answer is related to Lutens problem

I did as you said and nothing. I haven't still collision for my object. confused.gif

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user posted image

i have this.the peices ahve to eb together but it's not. anybody knwos why?

 

it's a wbn with 10 bounds

 

and the exporter doesn't export it right. an obn from iv looks different to the same obn exported from GIMS (i improted manhat01_1.obn from IV and exported it without editing and compared both)

 

coordinates and margin where different and the gims obn doos have centerofmass 0.0 0.0 0.0 at composite

Edited by _Charger_
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EDIT: problem not solved! we got some vertices out of the section where they have to be!

user posted image

 

EDIT: maybe bug in maxscene

Edited by _Charger_
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try it again remember to apply GTA IV Collision Materials and to use 2 dummies.

 

 

EDIT:

 

Unknown property: "count" in col:GTA_IV_Collision_mesh <<

 

:S:S:S:S

Edited by quechus13
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Guys some advices:

IF you want export OBN you need two dummies:

dev_openbounds

mycol(any name)(after OBN export, you see the any name.

Dummy "mycol" ---- After OBN export "mycol.obn".

And now you need to work on Hiearch

In menu press on "Graph Editors" - "New Schematic View"

To attach the blocks need to click on "EDIT" ---- "Connect"

Select the block "My col" and connect to "dev_openbounds"

Select the block "Object" and connect to "mycol"

SCREENSHOT:

user posted image

Open the GIMS and press to Export "OBD/OBN" and choose the directory.

And guys - use Multi/Sub-Object does not necessarily

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ok that was a little bit weird to understand due to the English you wrote but still won't fix my problem with COLS (can't use any GTA IV Collision Materials)

 

 

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GIMS are update!

Download GIMS 1.1 here >>

 

Changelist:

+Improved materials handling - now you can simply drag'n'drop them.

+Added WPL name list for displaying names instead of hashes.

+Advanced feedback.

+Material preview added.

***

GIMS tutorial!

Please check GIMS tutorial here << in English

***

If after download new GIMS and read tutorial you still have questions, please ask it again.

If openFormats or GIMS shown some error screens please copy information and post here.

Edited by GooD-NTS
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user posted image

New OpenIV beta (build 235) available for beta testers.

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I have a problem in 3ds max pivot is centered on my model, and Openformat it appears on the right, the result ingame no col. sad.gif

 

Help !

 

 

Edited by onclsam13
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I have a problem in 3ds max pivot is centered on my model, and Openformat it appears on the right, the result ingame no col.

Yeap I've this same problem. No collision in the game but in coll viewer everything is ok. I was trying with both of file formats - wbn and wbd. I need help too sad.gif

 

Only collision from Shadow Plugin works (wbd format) for me.

 

@down

I've too this error with Auto-load Script but the same script works good.

Edited by Luten
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I have a problem in 3ds max pivot is centered on my model, and Openformat it appears on the right, the result ingame no col. 

 

Help !

This point in collision viwer is MAP ceter ( 0, 0, 0 ) but not Pivot.

user posted image

 

Yeap I've this same problem. No collision in the game but in coll viewer everything is ok. I was trying with both of file formats - wbn and wbd. I need help too

If you use WBN your collision model in MAX need be in the same coordinates that you want in game.

If you use WBD your collision need be in 0, 0, 0 and have name exactly as WDR model for that collision.

 

 

user posted image
@down

I've too this error with Auto-load Script but the same script works good.

 

Me to ,starting 3ds .

Your GIMS need be in separate "GIMS" folder, like that:

user posted image

 

user posted image

Fixed in next GIMS version.

Edited by GooD-NTS
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EncryptedReality

Make sure to have dummies of dev_openbounds and filename child dummy in the center of 3ds max scene. Also make sure to have in name of the col mesh "node" and not "*node" which is only for simple geometry shapes. While doing this make sure your mesh is in the right coordinates (game uses same coordinates 3ds max does). On all your nodes (meshes) make sure to reset Xform , Reset Pivot and its scale along with rotation.

 

When you have all 3 things in the scene link them like this:

 

node-link to filename dummy-link filename dummy to dev_openbounds. This was a short explanation for OBN export , for OBD is different because it looks for model hashes instead of ingame coordinates.

Edited by GTARandom
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Also, when you add a new map to IV, what is recommended for the collisions, WBN files or WBD files?

For map - WBN.

HHnErXC.png


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GTARandom, thanks for your helps post.

 

GooD-NTS, I was wondering how far are you (or your team)on the NOD path structure? (specifically cars and peds paths)

Not so far, unfortunately, it need very long time.

 

Also, when you add a new map to IV, what is recommended for the collisions, WBN files or WBD files?

For MAP objects ONLY WBN! WBD uses for: Dynamic or Movable or Small objects.

 

For all:

Why you can't see at standard game collisions as example?

Open any game IMG, extract collisions and look at that in collision viewer.

Next convert this collisions into openFormat and load in 3D MAX with GIMS and look at Dummies, Scene Hierarchy and other stuff.

You need look how Rockstar make his map and make your on the same way.

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onclsam13, send your obn/obd files to me.

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onclsam13, check your MAXScript Listener because you may have something like this:

 

ERROR: polygon <number> must be based on 3 or 4 verts

Edited by Luten
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