Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!

    1. Red Dead Redemption 2

      1. Gameplay
      2. Missions
      3. Help & Support
    2. Red Dead Online

      1. Gameplay
      2. Find Lobbies & Outlaws
      3. Help & Support
    1. Crews & Posses

      1. Recruitment
    2. Events

    1. GTA Online

      1. After Hours
      2. Find Lobbies & Players
      3. Guides & Strategies
      4. Vehicles
      5. Content Creator
      6. Help & Support
    2. Grand Theft Auto Series

    3. GTA Next

    4. GTA V

      1. PC
      2. Guides & Strategies
      3. Help & Support
    5. GTA IV

      1. Episodes from Liberty City
      2. Multiplayer
      3. Guides & Strategies
      4. Help & Support
      5. GTA Mods
    6. GTA Chinatown Wars

    7. GTA Vice City Stories

    8. GTA Liberty City Stories

    9. GTA San Andreas

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    10. GTA Vice City

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    11. GTA III

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    12. Top Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    13. Wiki

      1. Merchandising
    1. GTA Modding

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    3. Featured Mods

      1. DYOM
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Red Dead Redemption

    2. Rockstar Games

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Programming
      5. Movies & TV
      6. Music
      7. Sports
      8. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. News

    2. Forum Support

    3. Site Suggestions

3Doomer

GIMS IV

Recommended Posts

Izack

Hi everyone. I make a simple terrain to test the plugins and to learn to make maps for gta 4. But i have a little problem here. I cant see my model in game. but have collision, and the materials, you know can walk and see the dust of the footsteps, but realy i am in the air. So, i dont find any idea of whats is the problem. In open 4 i see the model.

Ok, i hope someone can help.

Share this post


Link to post
Share on other sites
3Doomer

show me the scene hierarchy...

Share this post


Link to post
Share on other sites
_Charger_

hey

me and GTARandom, we work on scripts for paths, but we get some errors and problems. could you maybe help us a bit 3Doomer? only simple things, most code can be done by us biggrin.gif would be nice

Edited by _Charger_

Share this post


Link to post
Share on other sites
Izack

 

show me the scene hierarchy...

Hi again, and thanks for support. Well here you are, two pics.

http://www.imagebam.com/image/046cc9128693073

I do it again and the same thing.

You are the same person behind open IV ? (sorry if is a stupid question, i m new here) becuase i have a little problems with this program, at time of importing collisions.

Anyway, thanks for this great tool. 1 up 4 you !!

And....I Know, I have a very bad english XD.

 

i dont use (in that pic) the last version of the script.

 

 

Edited by Izack

Share this post


Link to post
Share on other sites
quechus13
show me the scene hierarchy...

Hi again, and thanks for support. Well here you are, two pics.

http://www.imagebam.com/image/046cc9128693073

I do it again and the same thing.

You are the same person behind open IV ? (sorry if is a stupid question, i m new here) becuase i have a little problems with this program, at time of importing collisions.

Anyway, thanks for this great tool. 1 up 4 you !!

And....I Know, I have a very bad english XD.

 

i dont use (in that pic) the last version of the script.

Does your model have a LOD??

 

If not change the ground_strbig0.wpl to ground.wpl and replace the old wpl.

 

That helps if your model doesn't have a LOD

Share this post


Link to post
Share on other sites
3Doomer

2 Izack:

 

^He's right.

 

Also, read hierarchy instructions in the 1st post.

 

Not, OpenIV's created by another man(GooD-NTS on this forum)

===

 

2 _Charger_:

 

I'll be glad to get some help with paths export ^)

Edited by 3Doomer

Share this post


Link to post
Share on other sites
Izack

Ok, i thank for the tips, and im going to try again.

My model dont have LOD because I dont know clearly how to creat it. I tried clone the main model and rename it to LOD_ground (like the process in the collision) but the script dont find my model in that way. So i dont create the LOD.

I think the hierarchy it´s fine, but i check the first post.

Again thanks.

 

EDIT: Ok, i put the wpl of the img in the map folder and renamed it (ground.wpl) and now works ok.

But why the grass (the grass of the material) appears in front of me so fast? (popping) is because the model has no lod ?

Edited by Izack

Share this post


Link to post
Share on other sites
3Doomer

Procedural material spawn depends only on the collision, but I don't know, how to increase the distance...Try to play with col material flags

 

Please don't forget to tell us, if you'll research the meaning of the unknown flags smile.gif

Share this post


Link to post
Share on other sites
Izack

Ok man, thanks. and of course, if I find something, I will tell you right here.

Share this post


Link to post
Share on other sites
unopieceo

Nice work man icon14.gif Hopefully this thread doesnt become a sh*t slinging contest like that other thread...

Share this post


Link to post
Share on other sites
quechus13

the WDR exporter is buggy has hell lol

 

 

ERROR::Assembly:

-- Runtime error: dotNet runtime exception: Index was out of range. Must be non-negative and less than the size of the collection.

Parameter name: index

 

ERROR::"houseq" object data collection failed!

Share this post


Link to post
Share on other sites
3Doomer

Is there any errors upper in the log? If no, I don't know the source - error in the Shadow's DLL

 

===

 

22.04.2011 13:21 UTC:

+Added WDR folder selection for WPL importer

 

===

 

23.04.2011 20:08 UTC:

+Map objects size limit = 502

+Collision size limit = 2002

+Collision and map objects polycount limit = 30000

Edited by 3Doomer

Share this post


Link to post
Share on other sites
3Doomer

openFormats drawable importer incoming...

user posted imageuser posted image

Edited by 3Doomer

Share this post


Link to post
Share on other sites
Mr.NubzZ

is that ODR... oooohh cant wait bro.. biggrin.gif

Share this post


Link to post
Share on other sites
vans123

FKING DAMN BULLsh*t, just came from beach weeek and i see this...this made my fking day

Share this post


Link to post
Share on other sites
_Charger_

awesome, just awesome, you're great dude

Share this post


Link to post
Share on other sites
Jestic

Looks cool.

 

I have a request for ODR export in the near future.

Could you make it so you only have to link just one dummy to all objects you want to export?

So not like obn where you have to make a dummy for each object.

Share this post


Link to post
Share on other sites
3Doomer
Looks cool.

 

I have a request for ODR export in the near future.

Could you make it so you only have to link just one dummy to all objects you want to export?

So not like obn where you have to make a dummy for each object.

You haven't to create separate dummy for each object, read the f***ing manual!

 

All'll be as it has to be.

Share this post


Link to post
Share on other sites
Jestic

 

Looks cool.

 

I have a request for ODR export in the near future.

Could you make it so you only have to link just one dummy to all objects you want to export?

So not like obn where you have to make a dummy for each object.

You haven't to create separate dummy for each object, read the f***ing manual!

 

All'll be as it has to be.

You don't have to get mad at me. sad.gif

 

So okay look, this is my dummy system:

user posted image

 

How can I do this any easier??

You may think i'm stupid but I just don't know how to do it different then i do here ^

 

PS. Where is the manual?

Share this post


Link to post
Share on other sites
Mr.NubzZ

@Blaster.. lol u didnt know about this.. u should ask me or CP.. biggrin.gif

uhm

Step one

Import a OBN

Step 2

delete the meshes linked to the dummies

step 3

Link your MESHES to the unnamed dummy(its called unnamed)

step 4

apply GTA IV COL materials on your mesh. and Get their COL.(BVH or geometry(I use BVH)) for each mesh.

Step 5

rename the IV dummy to what wbn will be called (Ex. nj_liberty )

Step 6

Reset transform and scale

Step 7

Reset Xform and convert it to editable poly

Step 8

select all then EXPORT.

 

 

Share this post


Link to post
Share on other sites
3Doomer

2 Blaster_nl:

 

The hierarchy manual's in the 1st post.

 

Your hierarchy exports each object in a separate file...you can export them as an OBD file, or (if you've placed them on the map as desired) to an OBN file(use composite collision for that)

 

===

 

ODD import's ready

user posted image

 

Script has been updated(progress bar'll be fixed today)

 

27.04.2011 26:32 UTC:

+Added openFormats ODR/ODD import

+WPL importer doesn't need model names to load models

+Fixed repeating name bug in LOD searcher

 

Share this post


Link to post
Share on other sites
Mr.NubzZ

@3doomer whens the exporter ready? and uhm can you add a mass material converter(like from standard to GTA IV MESH) biggrin.gif will really help the Andreage team..

Share this post


Link to post
Share on other sites
pmillett

not much longer till ODR/ODD export eh?

Share this post


Link to post
Share on other sites
TheChopShop

 

How can I do this any easier??

You may think i'm stupid but I just don't know how to do it different then i do here ^

here's an example

 

user posted image

 

as long as the COL doesn't exceed the size limitations (as mine does), there's no reason to use multiple nodes (as I have)

for future reference however, if you do exceed size limits, this is how you'd want to set it up (subject to change I'm sure)

 

 

edit-

 

@3Doomer, why the recent map objects resize? ..does it have anything to do with meshes not appearing IG? ..as I have yet to update from 4-14

 

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

Edited by TheChopShop

Share this post


Link to post
Share on other sites
3Doomer

2 Mr.NubzZ:

Exporter'll be ready when the openFormats do.

Invalid materials'll be converted to GTA IV MESH automatically at export, as it's with collisions(but I can add a separate button for that)

 

2 TheChopShop:

 

What do you mean with "resize"?

 

I've changed the limits...remember that big objects with big polycount can't be loaded by the streaming engine

+Map objects size limit = 502

+Collision size limit = 2002

+Collision and map objects polycount limit = 30000

 

Share this post


Link to post
Share on other sites
TheChopShop

keeping with the recent context, I meant what you just answered, the limit resize from 800 to 502..

 

and could you please give an example of a large high poly object that would have streaming problems?

 

(ie- 600 unit, 7000 poly entity, ect or w/e)

Share this post


Link to post
Share on other sites
3Doomer

I've created such object once...there was only LOD, and other objects changed to normal detail model very slowly...500 units's also quite big for the game engine

 

===

 

 

27.04.2011 23:05 UTC:

+Fixed texture coordinates, vertex color and alpha in ODR/ODD importer

+Added IDE flags selection

 

user posted imageuser posted image

Edited by 3Doomer

Share this post


Link to post
Share on other sites
vans123

wow! now we can make niko to do funny faces in max xD jking

that screenie shows alot of hopes

Share this post


Link to post
Share on other sites
Mr.NubzZ

LOL.. we can finally see Niko do the moonwalk.. biggrin.gif

cant wait till the exporter comes.. Great job 3doomer

Share this post


Link to post
Share on other sites
TheChopShop

have you by chance fixd the Max minimized bug with any of these latest versions? ..sh*t's driving me insane

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • 1 User Currently Viewing
    0 Members, 0 Anonymous, 1 Guest

×

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.