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General OpenIV Discussion and Announcements


GooD-NTS
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Can everyone tell me how to part a map on 3dsmax2011?

upload tutorial video,it's possible. thanks.

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EncryptedReality

All you had to say is Mass WDR re-save. biggrin.gif But yes more explanation never hurt anyone. Just what we try to say is , make a OpenFormats option to choose already exported WDRs and reprocess them through your OpenFormats app and resave in specific location.

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As it can be sayed by GooD, "OpenIV isn't a converter tool", and openFormats aren't created for Shadow's WDR fix biggrin.gif

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I have a request smile.gif

 

It would be awesome if u could make a multiple open\save wdr 'converter'

When you open a WDR with openformats and save it again, it will be optimsed and it will prevent crashes (when huge amount of objects are exported with shadow plugins)

 

I think it isn't too much work to make it and it will save me, and probably other people lots of time.

 

thanks in advance

that was already done with the OpenFormats WDR

 

You open the WDR file then save it smile.gif

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It would be awesome if u could make a multiple open\save wdr 'converter'

You will have multiple export/import models to openFormats via OpenIV, like now we all have with collisions.

 

When you open a WDR with openformats and save it again, it will be optimsed and it will prevent crashes (when huge amount of objects are exported with shadow plugins)

openFormats is not make for fix Shadow's error or something like that.

And mass re-save function is no needed when openFormats for WDR/WDD will be done.

 

 

@quechus13, he want to make it for many files at one time.

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Your question must be in the GIMS thread...

 

Collision can consist of multiple objects, in that case you should create dummies

 

There IS a dummy system in the DFF IO, if you're creating multiple instanced object like a car or smth else...

 

Mine dummy system's oriented to mass export resources without clicking - exporting it one-by-one(it's awful mad.gif ).

Edited by 3Doomer
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hey

maybe can u find soemthing out for a few modders, GooD? we want to edit the ingame menu radar, but fradar and radar fiels of radar.img only cahnged inzoomed map. can u maybe find out with the gmaefiles/game-executable, which image is the outzoomed version?

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@_Charger_, I'm not sure but, maybe game uses one of these files:

  • \pc\textures\frontend_360.wtd
  • \pc\textures\frontend_ps3.wtd
Because they constants map images.

 

 

@all today at evening I will release new openFormats beta with first version of export ODR/ODD, the import is still not be work.

user posted image

Also 3Doomer currently work on ODR/ODD import into 3D Max. First results:

user posted imageuser posted image

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those are real good news! the first steps are starting to show! awesome man and 3Doomer too

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nice progress. you guys are really good biggrin.gif thnx for the info, i will test it soon. is there a way to get hte info out of the game process when it's running, which file it opens when i go to menue? like assembler code?

 

EDIT: thanks for the tip, you're right i changed zoomed out picture biggrin.gif

Edited by _Charger_
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@_Charger_, I'm just already saw this images a long time ago) because of it, I knew where they been.

 

@all and here is player PED model imported into 3D Max by using openFormats and GIMS:

user posted image

 

 

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openFormats, Version 11, Release 6

 

I am too lazy to write announcements or changes lists or any documentation, so just download new version of openFormats by the link below.

http://openiv.com/?p=381

Now waiting for 3Doomer when he made support of it, in his GIMS Scripts.

And check model resaving again, maybe I broke something biggrin.gif

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Hmm can't open openIV. OpenIV needs the OpenIV Disc? Whaat?

user posted image

 

PS: I just translated the "Buttons"

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countergame, thanks, now I figure out what the problem.

Unfortunately I cant fix it only in next 0.9.2 version.

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Here is Niko model imported into 3D Max with textures + bump + spec:

user posted image

This is possible with openFormats and GIMS.

(but currently you need set textures manually)

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chasez, not yet. We working on it right now.

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Here is list of all shaders that will be available in openFormats for use in GTA IV & EfLC:

(Click for full size)

user posted image

* One .sps file - is one shader-material (effect)

** Grouped for best view, total is 88 shader.

Edited by GooD-NTS
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Wow, awesome! biggrin.gif

 

Could you add a description later one shader what does? With examples, maybe. smile.gif

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hristobg, I really don't know what all of this shaders does.

 

Here is http://bit.ly/gtaivmns file with all models names and shaders uses in that models.

Maybe it's help you figure out where shaders are uses.

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I'm wondering if modding EFLC is a better choice instead of IV ... the parachute feature of Tbogt is the only thing makes me want to choose EFLC but the dlc use two different stories, differents maps, models and a selection menu so I was asking myself If there a way to keep only tbogt without crash? not sure..

 

Other than that Good job NTS!

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  • 2 weeks later...

Hey, i can't add Nikos Clothes to Luis image, everytime i'm trying to wear them, my game crashes. This doesn't happend with the old version, like 0.8

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countergame, can you say what exactly you try to do? step by step, then I try to reproduce it by myself.

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countergame, can you say what exactly you try to do? step by step, then I try to reproduce it by myself.

Okay, i wanted to give Luis, all Clothes from Niko.

 

1. I opened the Playerped.rpf from Niko, and exported the clothes that i want.

2. Renamed the files from "uppr_015_u.wdr" to "uppr_006_u.wdr" because Luis only got 5 upprs, and i added one, and the same for the wtd

3. Started the game and tried to give Luis the new clothes per the Simple Native Trainer

4. So when i change the clothes, with "4" and "6", and want to select the new clothes, than the game crashes.

 

And, no ist must work, but it doesn't work with the new OpenIV.

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openFormats - Version 12 (Release 7)

 

user posted image

 

Key changes

  • Basic support for WAD files (animations). Now you can research animations with Resource Explorer.
  • Improved ODR/ODD file format. Now shaders/materials info is saved too. Minor changes.
  • Some changes in WDR/WDD/WFT viewers.
  • Removed support for WTD/WBN/WBD.
  • Minor changes in code.
Download >>>

Now just wait when 3Doomer will update GIMS for work with this version of openFormats.

 

-----

 

countergame, can you send to me your final playerped.rpf?

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thought GIMS doesn't support ODR/ODD yet, and now oF supports OBN already.

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_Charger_, now GIMS have support for ODR/ODD models.

 

[Video|Tutorial] How to export Models from GTA IV to 3Ds Max [OpenIV|GIMS]

 

 

 

What on YouTube in HD >>>

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okay nice to here ;D will test later

 

when can we expect ODR export? (i don't mean release date but soemthing like soon or in 3 montd xD)

Edited by _Charger_
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