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GIMS IV


3Doomer
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No. Actual version of GIMS doesn't support bones.

HHnErXC.png


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I didn't fixed my previous problem, I'll wait for answer anyway. But I have another question: When I import WPL + ODR, how can I import the information from IDE? I just want to add two more objects to the WPL, but when I press WPL Export, it doesn't allow me to do it. And because I don't have the max scene, from which I exported for first time my WPL (my pc was preinstalled, so I lost everything), I don't want to set IDE and WPL again. There are more than 200 objects. -.-

1) What's your previous problem?

 

2) Import IDE - change object properties - export IDE

Import WPL - change object position/rotation - export WPL

 

when I press WPL Export, it doesn't allow me to do it

HOW?!

 

I'll think about united IDE and WPL import.

 

2 DrDean:

GIMS and openFormats doesn't support bones at the moment.

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>> MAXScript Rollout Handler Exception: -- Type error: Call needs function or class, got: undefined <<

When I'm try to export ODR.

HHnErXC.png


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3Doomer, that was my previous problem, you just should look one post above.

 

 

This appears everytime when I'm trying to export OBN:

 

 

-- Unknown property: "count" in GTAIVbds:GTA_IV_Collision

 

Anyway, I already know why is this happening. Because I replaced the multiobject material with one GTA IV Collision, but it shouldn't be like that.

I should replace every sub-material with GTA IV Collision.

 

City_Poke912, I had that problem once, but I honestly don't remember how I fixed it.

Anyway, If I have some problem, I always convert to mesh/poly, check the pivot, dummies and etc.. because everytime I make some mistake, you should check them, too. biggrin.gif

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I fixed it. I used old material converter script. I edited it and works fine.

HHnErXC.png


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when I export a model _vlow or _low the game crash automatically , it's me or it's a problem ??

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3Doomer, that was my previous problem, you just should look one post above.

 

 

This appears everytime when I'm trying to export OBN:

 

 

-- Unknown property: "count" in GTAIVbds:GTA_IV_Collision

 

Anyway, I already know why is this happening. Because I replaced the multiobject material with one GTA IV Collision, but it shouldn't be like that.

I should replace every sub-material with GTA IV Collision.

I think, it's fixed in dev build already

 

2 terreur69:

have you got _med model? you can't create only _high and _vlow without _med and _low

all models might be in order

_high

_med

_low

_vlow

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just a fast question , how do i make the collision ? i did the wdr now what should i do should i clone the object and name it col and convert it to editable poly ? also theres an option that says gta4 collision and theres materials there should i add it to the other model ? please smile.gif

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just a fast question , how do i make the collision ? i did the wdr now what should i do should i clone the object and name it col and convert it to editable poly ? also theres an option that says gta4 collision and theres materials there should i add it to the other model ? please smile.gif

copy the model, set col material, create the hierarchy for it and export

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just a fast question , how do i make the collision ? i did the wdr now what should i do should i clone the object and name it col and convert it to editable poly ? also theres an option that says gta4 collision and theres materials there should i add it to the other model ? please smile.gif

copy the model, set col material, create the hierarchy for it and export

how do i create the hierarchy for it ?

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Create a dummy "dev_col" - Create -> Helpers -> Dummy. Then, go to Graph Editors -> New Schematic View. Press the icon, that looks like chain, or just go to Edit -> Connect [C].

Click on the model you want to export to col, hold the mouse and move it to dev_col, then release. The icon on the mouse should change just before it's released. That's how you connect two objects and make a hierarchy. smile.gif

 

Lol, with my PERFECT english I explained it so well that everyone can understand me. dozingoff.giflol.gif

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still have a problem wdr export written still (error) j exports to wdr otherwise. CSTA ide/wpl makes me the error message, at the beginning is the hiearchie and boleanclass requir help me

 

sorry my bad english

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please wait for a new release(smth about a week, I think)

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2 terreur69:

have you got _med model? you can't create only _high and _vlow without _med and _low

all models might be in order

_high

_med

_low

_vlow

This means that the model I want _low it must be also _high / _med / _vlow??

 

and is that when putting all the texture of a map in several WTD is loading the fast maps??

 

ex :

 

150 model : 1 wtd

150 model : 20 wtd

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Well, that was the method that Rockstar Games used (many objects, many textures) for better loading, so I guess we should follow their example. biggrin.gif

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This means that the model I want _low it must be also _high / _med / _vlow??

If you want _low, you must also do _high and _med.

So if you want _vlow you need all _high / _med / _vlow.

 

and is that when putting all the texture of a map in several WTD is loading the fast maps??

ex :

150 model : 1 wtd

150 model : 20 wtd

Here is right:

If image usage only in one model, this texture MUST BE inside this model (in WDR).

If textures uses in several models you need create WTD for this textures.

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Okay, I rotated my map and I want to export WPL and IDE. Should I reset the transform, too? Please, write step by step how to reset the pivot, so in game the models don't appear rotated by their own pivot, I mean.. every object is rotated for itself. I want my whole map to be rotated, everything together to fit.. biggrin.gif Can't explain actually what I want..

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and is that when putting all the texture of a map in several WTD is loading the fast maps??

ex :

150 model : 1 wtd

150 model : 20 wtd

Here is right:

If image usage only in one model, this texture MUST BE inside this model (in WDR).

If textures uses in several models you need create WTD for this textures.

texture can be put directly into the WDR?? How?

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There're radiobuttons under textures in the material - Dictionary/Include

So, you must select 2nd option

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thanks, but what he does he is in charge faster if we include the texture or they put it in a WTD??

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If you use the texture only in one model, include it.

If no, use WTD.

 

Speed profit's not so big to include all textures to their models...

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Create a dummy "dev_col" - Create -> Helpers -> Dummy. Then, go to Graph Editors -> New Schematic View. Press the icon, that looks like chain, or just go to Edit -> Connect [C].

Click on the model you want to export to col, hold the mouse and move it to dev_col, then release. The icon on the mouse should change just before it's released. That's how you connect two objects and make a hierarchy. smile.gif

 

Lol, with my PERFECT english I explained it so well that everyone can understand me. dozingoff.giflol.gif

okay i made a video on the previous page please check it its mediafire please watch my steps and tell me whats wrong im doing everything correctly but when i place the model in the game and go behind it i cant stand on it i only go through it like a ghost please help what is the problem ?

 

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@up

It must be converted to GTA IV material - not GTA IV mesh. Use new GIMS version.

HHnErXC.png


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@up

It must be converted to GTA IV material - not GTA IV mesh. Use new GIMS version.

gta IV material is name ''gta IV Mesh "" When I 'inport dff in which I converted with the button, it is no converted '' GTA IV mesh'' because it has a single texture in the model, when in i inport dff and Quil A more texture, a convert"" GTA IV Mesh "

no problem, export as well.

 

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FIXED.

 

Now, script works with selection only.

 

  	for obj in selection do   if (iskindof obj.material multimaterial) then   (   	for j = 1 to obj.material.count do   	(     if (iskindof obj.material[j] standard) then     	obj.material[j] = (GTAIVunimat diffname:obj.material[j].diffusemap showinviewport:true)     else     (     	if not (iskindof obj.material[j] GTAIVunimat) then       try (obj.material[j] = (GTAIVunimat diffname:obj.material[j].delegate.diffusemap showinviewport:true)) catch ()     )   	)   )   else   (   	if (iskindof obj.material standard) then     obj.material = (multimaterial material:#((GTAIVunimat diffname:obj.material.diffusemap showinviewport:true)))   	else   	(     if not (iskindof obj.material GTAIVunimat) then     	try (obj.material = (multimaterial material:#((GTAIVunimat diffname:obj.material.delegate.diffusemap showinviewport:true)))) catch ()   	)   ) 	messagebox "Complete!" title:"Material converter"

 

To make support of old materials(not ODR exporting build), change "GTAIVunimat" to "GTAIVmdl"

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it works, thank you

and in terms of lod you to show me the hierarchy and the steps please ?? sigh.gif

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@Blaster_nl each shader have different params, if you change only shader name it can be make this file nonworking.

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I've updated material converter script(It's included to dev build, and will be in next GIMS versions)

 

  	if selection.count == 0 then   messagebox "No objects selected!" title:"Material converter" 	else 	(   for obj in selection do   	if (iskindof obj.material multimaterial) then   	(     for i = 1 to obj.material.count do     (     	if (iskindof obj.material[i] standard) then       newtex = obj.material[i].diffusemap     	else       if not (iskindof obj.material[i] GTAIVunimat) then       	try(newtex = obj.material[i].delegate.diffusemap) catch (newtex = undefined)     	obj.material[i] = (GTAIVunimat diffname:newtex showinviewport:true)     )   	)   	else   	(     if (iskindof obj.material standard) then     	newtex = obj.material.diffusemap     else     	if not (iskindof obj.material GTAIVunimat) then       try(newtex = obj.material.delegate.diffusemap) catch (newtex = undefined)     obj.material = (GTAIVunimat diffname:newtex showinviewport:true)   	)   messagebox "Complete!" title:"Material converter" 	)

 

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