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GIMS IV


3Doomer
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Script's fully compatible with 3D MAX 2012.
Other versions after 9 SP 1 should work too, but they won't be supported by me.

Script needs OpenIV 1.0(or newer version) for openFormats<>Game_Resource conversion(ODR<>WDR, OBN<>WBN, etc... ).
Further information about openFormats's on the OpenIV website, or HERE.

Abilities:

QUOTE + IDE import/export
+ WPL import/export
+ Paths import/export
+ Water/Shorelines import/export
+ ODR/ODD import/export
+ OBN/OBD import/export



Script's starting from the "Utilities" tab.

DOWNLOAD

 

ThanksTo:
Alexander
Blaster_nl
Chipsman
Deniska
GooD
GTArandom
Listener
Neville
solom

 

Game collisions map

Edited by 3Doomer
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15.04.2011 14:43 UTC:

+Added poly smoothing groups support for WDR exporter

 

user posted image

 

Download from the header post.

  • Like 1
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Cool, we got Gims back and going over! cool!

so, this new WDR exporter means...a happily and cool export without expecting errors at Scriptlistener?

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GIMS won't support any other model resources than WDR, only openFormats.

WDR export also won't support any new shaders, because I can't understand the resources structure well, and Shadow's DLL don't support them

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+Fixed texture coordinates error in WDR exporter

 

DOWNLOAD

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TheChopShop

good to see GIMS get it's own thread

 

14.04.2011 0:22 UTC: after flippn all the materials into GTA4Mesh, and double checking that each poly material ID for each part ran in correct succession, there's still a lot not showing..

the tower, tower base and cables are finally visible.. but none of the tarmac, walls, bridge or any other parts are.. so am I correct in assuming that the wpl export is still a bit buggd?

 

user posted image user posted image

 

or are there any significant updates in 15:4 that would cure this?

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try to export models with only one texture and all poly material IDs set to 1

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This sounds brilliant, any plans on the IV skeleton system in the future? Allowing custom ped's and player models?

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Models with all features support'll be realized through the openFormats(see OpenIV thread)

 

===

 

17.04.2011 17:45 UTC:

+WDR export fix

+WPL importer upgraded to import WDR models

 

 

Edited by 3Doomer
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This sounds brilliant, any plans on the IV skeleton system in the future? Allowing custom ped's and player models?

yeah! that would nice if he planned..

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As many, as you want, there's no limit...but don't forget to resave models through the openFormats

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TheChopShop

 

try to export models with only one texture and all poly material IDs set to 1

mercie_blink.gif doesn't that defeat the purpose? (tower base shows and it has 3 materials assigned (1 sub/multi))

 

guess I'll try again with 17-4 tho - btw, OFs saved wdr's crash Zm on import bored.gif

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May be, it's Shadow's DLL error, or your mistake...why can't?

 

===

 

I've fixed smoothing groups export today, archive's updated.

Edited by 3Doomer
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Question! Will the exporters for WFT and WDR eventually be OFT/ODR for openFormats? Since they (openFormats Team) can tell you the structure to export Shaders? Or am I over thinking this?

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yes, mine WDR exporter(which uses Shadow's plugin) is a temprorarily solution.

there'll be openFormats ODR,OFT...

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one question, this wdr new export supports alpha?(with this i mean when in-game sun will go through it or will put it like a solid plane there?

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alpha's supported, and the shadows're casted properly (as I remember)

 

Don't forget that it's only Shadow_Link's exporter

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btw... 3Doomer: Could you say me or link me to a download page for a WPL editor? in that way i can put much placing entries in 1 file instead of created 1 per building(since it appears to be in another kind of coding lenguage when you try to open it in "text-based" way

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you want to unite two WPLs? you'll have problems with LOD IDs...

you can just import both of them with GIMS, correct the hierarchy and export as a new one

 

why are you saying about one file for each building?? WPL can contain thousands of them

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yeh, thats exactly my point

 

for example i do my first export, but when trying to do the second one, theres no way i can put the WPL placing line for that new object inside the already existing WPL file from the first import i did, so my question was how to do that and another one, the mesh gets imported now when importing WPL to max?

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just import your WPL and add new objects into the hierarchy, then export

 

the WDR model's being imported, if it's found in the WPL directory

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you are awesome man! just fking hell rocking tool, thanks, tryin it now and reporting problems if have them

 

ok, i got a simple big azz problem, with pretty old GIMS(The one using dev_openbounds/dev_ide/dev_wpl) single stuff i imported showed off ingame

just did the try with the last GIMS(link at first page) and went to the place via teleport and not even the object there+i had to export with old Shadow WDR script couse when i tried to use GIMS one, max just freezes the hell out and wont answer after that

here my scene;

1)YOU can see my hierachi

2)The object is kind of far from LC and im sure i checked there since i used a teleporter so i wont fail coords

Picture:

user posted image

 

Please i would thank all the help, im kind of frustrated how old scripts could work and new wont

 

final question; that file that gets created inside a folder saying "INSIDE TO .IMG ARCHIVE"(i think the name of folder makes it clear) but even that, it goes where .IMG archive is(folder) or inside the self .IMG archive like any other file like WTD and that crap?

 

Thanks and hope to get help with this

Edited by vans123
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when max freezes, just wait.

 

use "base" instead of "map"(or "detail" for an object, and "base" for it's LOD)

 

IMG archive is local archive with current mod files(WTD, WDR, etc)

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