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General OpenIV Discussion and Announcements


GooD-NTS
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GIMS are update!

Download GIMS 1.2 here >>

 

Changelog::

==========

V1.1 -> V1.2

+Faster script loading

+Added the map helper button

+Fixed WPL names handling

+Fixed OBN col position

+OBN/OBD export selector

+BVH/Geometry col type selector

+NOD paths import

+Empty NOD paths export

+Material base's sorted and integrated

+!!!Materials're incompatible with older script versions!!!

***

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Why are you using Shadow's scripts with GIMS materials?? biggrin.gif:D:D

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Thank you.

What Shadow's scripts with GIMS materials?

sorry,please tell me...

He means why are you trying to use Shadow's scripts along with materials from GIMS. You shouldn't even need Shadow's scripts installed.

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when i make collision, i shuuld use GIMS open formats scripts?

Yes, you need use GIMS.

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thank you.

but when i export obn with GIMS,appear error message ''ERROR::Can't find "dev_openbounds" dummy!" cryani.gif

sorry.. please.

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thank you.

but when i export obn with GIMS,appear error message ''ERROR::Can't find "dev_openbounds" dummy!" cryani.gif

sorry.. please.

Ok man.

First you have to create a dummy. so, in 3ds max click on the Helpers and you see "Dummy" button. Then you should create a two dummies.

user posted image

2.Rename first dummy to "dev_openbounds", second dummy rename to name your .obn. For example "my_town".

3.Name your collision object to "node".

4. In 3ds max menu open the Graph Editors/New Schematic View. You see the Hiearchy.

5. Second dummy(my_town) connect to first dummy (dev_openbounds), connect your collision object(node) to second dummy.

user posted image

END.

GIMS - English tutorial

Edited by solom
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hmm. can you give me your .max file?

seems like a mistake in the materials...

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You must select all the poly surface by, for example, "grass"and drag the texture over, I think your error is there.

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I'm working at a full object adding video tutorial...

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3doomer you're a genius! Please concentrate your energy on node paths sir, allow us to edit these and you will be the gta modding god and saviour of this talented modding community! biggrin.gif

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yeah (if colls are done) it would be great having a path-edit function. it's really annoying to have a great new map but cars everywhere, in the air and in buildings.

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I've erased nodes paths, but cars are still present(on the large distance only), and peds are on the streets...WTF? Are there any other path files??

I've commented paths[1..4].IPL, but there is no effect sad.gif

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EncryptedReality

 

I've erased nodes paths, but cars are still present(on the large distance only), and peds are on the streets...WTF? Are there any other path files??

I've commented paths[1..4].IPL, but there is no effect sad.gif

There is another path yes usually in pc/data/paths called distantlights.dat but its pre-compiled and you will have to code it specifically if you wish for people to use it. -edit it. Just remove this file and distant cars and lights will be gone. smile.gif

 

In my Vice-IV mod it was tested thouroghly and there were no bugs. I got no cars driving.

Edited by GTARandom
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I've erased nodes paths, but cars are still present(on the large distance only), and peds are on the streets...WTF? Are there any other path files??

I've commented paths[1..4].IPL, but there is no effect sad.gif

 

if u mean with distance cars the lights on night if u fly with heli over the city then yes, gtarandom is right. but that file only makes an effect, only lights no real cars (as far as i know)

Edited by _Charger_
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EncryptedReality

 

I've erased nodes paths, but cars are still present(on the large distance only), and peds are on the streets...WTF? Are there any other path files??

I've commented paths[1..4].IPL, but there is no effect sad.gif

hmm for cars and peds .nod. only in path folder are those .rrr carrec files but they don't have any sense for that.

.RRR are mission paths , meaning no obstacles on their approach, kinda like subway trains, no matter what kind of obstacle you put they continue driving normally.

They got nothing to do with what he asked indeed.

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I've erased nodes paths, but cars are still present(on the large distance only), and peds are on the streets...WTF? Are there any other path files??

I've commented paths[1..4].IPL, but there is no effect sad.gif

hmm for cars and peds .nod. only in path folder are those .rrr carrec files but they don't have any sense for that.

.RRR are mission paths , meaning no obstacles on their approach, kinda like subway trains, no matter what kind of obstacle you put they continue driving normally.

They got nothing to do with what he asked indeed.

yeah thats why i said they have no sense for that. and i missunderstand the question, but your right (but it's not really a path problem the cars are only lights).

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OK...any ideas about peds?

Edited by 3Doomer
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EncryptedReality

Unlike San Andreas peds' paths are defined in zones, and usually flagged as either 27 , 26 or 24.

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I found a problem, in solo the wbn create the grass, and multiplayer no grass.

 

I used the line "2 " in "mtl_convert"

 

user posted image

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