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GIMS IV


3Doomer
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Don't use this:

 

    messagebox "Complete!" title:"Material converter"

 

HHnErXC.png


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Don't use this:

 

    messagebox "Complete!" title:"Material converter"

 

why?

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Is there a faster way of linking models to dummies, because I have more than 300 objects and linking is too slow. Also, can I convert object to dummy? I mean I want to clone these models and convert them to dummy, then (if it is possible) - auto linking. biggrin.gif

 

smile.gif

 

EDIT: What will happen if I attach all models to one dummy?

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edit : sorry my mistake turn.gif

Edited by terreur69
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Is there a faster way of linking models to dummies, because I have more than 300 objects and linking is too slow. Also, can I convert object to dummy? I mean I want to clone these models and convert them to dummy, then (if it is possible) - auto linking. biggrin.gif

 

smile.gif

 

EDIT: What will happen if I attach all models to one dummy?

I'm working at the hierarchy manager.

 

FOR EDIT: Nothing good, trust me wink.gif

 

2 terreur69:

WTF're you talking about?!?!????

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Is there a faster way of linking models to dummies, because I have more than 300 objects and linking is too slow. Also, can I convert object to dummy? I mean I want to clone these models and convert them to dummy, then (if it is possible) - auto linking. biggrin.gif

 

smile.gif

 

EDIT: What will happen if I attach all models to one dummy?

select all obj you want to add to ONE dummy

 

go to maxscript new -> copy this

 

for obj in selection do(obj.parent = getnodebyname("DUMMYNAME"))

 

enter for dummyname the name with "

 

and then press CTRL + E

 

should work

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Don't use this:

 

    messagebox "Complete!" title:"Material converter"

 

why?

Because it's not needed for it.

HHnErXC.png


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Found another problem. After ODR exporting all faces turns to single element and all of them uses one more material (one face = 1 material, 1000 faces = 1000 materials....), and that messed up my OBN materials.

 

EDIT: Can't even export OBN for second time, because there are 100 duplicated material IDs... nervous.gif

Edited by hristobg
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Found another problem. After ODR exporting all faces turns to single element and all of them uses one more material (one face = 1 material, 1000 faces = 1000 materials....), and that messed up my OBN materials.

 

EDIT: Can't even export OBN for second time, because there are 100 duplicated material IDs... nervous.gif

sounds like my material collector's f*cked up biggrin.gif

 

send me your scene

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Okay, I'll send it to you. And another problem:

 

That happens not only with OBN. I set up the hierarchy for ODR export, everything as usual, but this time every face has it's own material, and of course, my texture sets are f*cked up. Also, the export process of, for example, 100 faces takes 1-2 minutes, because it seems writes another material for every face. And sometime it randomize the shaders, very strange, huh? biggrin.gif Is it because I use 3d studio max 2009?

 

Screenshot:

 

99 Faces = 99 EMPTY Materials..

 

http://img714.imageshack.us/img714/392/roflxb.jpg

Edited by hristobg
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Any updates on the skeletal models editing?

76561198000404928.png

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The update's not ready yet - testers're working too slow >_<

 

2 hristobg:

I'm waiting for the scene.

 

===

 

I've made grid slicer smile.gif

user posted image

Here you can see a teapot, cut by grid size 500 units orly.gif

Edited by 3Doomer
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Hello people, ive been reading seriously from page 9/10 to page 17 to find about the new correct hierachy for WDR/OBN export and couldnt figure it

3Doomer; is there a way you can post the right hierachies for each of those files? i got pretty confused with all of that _high stuff

 

Thanks in Advice

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Yes i wanted as most as possible, added the MSN you have in GTAF account but seems you dont come ONLINE T.T

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vans123,

 

Hierarchy for ODR (WDR) and OBN\OBD (WBN\WBD):

 

http://img189.imageshack.us/img189/2356/unledgqr.jpg

 

* - you also can create more dummies and place the models inside them. If one dummy contain one model, the final extension of the collision will be OBN, not OBD.

 

Hope you do understand now. smile.gif

 

3Doomer, will the materials get lost after slicing? I used one script from deniska (i think he was the creator, found it in gtamaps)

and after sliced the object, I lost my materials. Hope here isn't the same. Buy, anyway, good job. happy.gif

Edited by hristobg
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Materials won't be lost smile.gif

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While trying to import an odr model I get an error: --unable to convert: undefined to type: Float . Im using 3ds max 2011, what could cause this?

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THERE'S NO GIMS FOR OPENIV 092 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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THERE'S NO GIMS FOR OPENIV 092 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

What do you mean? You won't be supporting that version?

76561198000404928.png

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Sorry if that was a dumb question, Im new to gta 4 modding. Maybe you could tell, if there already is a release date for one?

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I'll write here, when the new release'll be ready.

JUST WAIT.

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I'd hate to bother you with more questions, but I'm still slightly confused and just want to clarify.

 

The next version of GIMS was scheduled for a release, but isn't ready yet, and would have proper bone/dummy support for weapons and possible characters in the future? That is what I have gathered in my whimsical world of not paying attention.

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Yes, full bones/lights/skinning support.

ODD support'll be added later.

 

===

 

The release's very close, fixed shader blend.

user posted image

Edited by 3Doomer
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What is the difference between normal wpl, and stream.wpl strbig.wpl??

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

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normal WPL for LODs and objects without a LOD

stream for cars, small street stuff, another objects...

strbig for interiors and some other objects(LOD isn't working for that WPL, as I know)

 

LODs must be placed in "dev_map/file/base/objs/", and their main(high detail) objects in "dev_map/file/detail_X/objs/". Also, high detail models can be placed near to LODs(in the "base" file type)

 

Don't forget to set LODs through the manager

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I don't recommend to use strbig WPLs for objects...there're some problems with LODs and smth else(I don't remember)

 

OTD doesn't exports, if you haven't got textures with "Dictionary" flag.

I can't see anything bad in OTD export...it takes veeery small time.

 

===

 

NEW RELEASE IS AVAILABLE!!!

 

Press "Update" button to get it, or use download link in the 1st post of this thread.

 

To update form developer build:

1) Execute from Maxscript Listener:

gimsdlserv = "http://dl.dropbox.com/u/18649105/GIMS/"

2) Press "Update" button.

 

Changelog:

 

4.7.2011 23:42 UTC:

+Adaptation to the new openFormats

+Added ODR export

+Added OTD export

+IDE interiors handling's improved

+Added IDE 2DFX support

+Fixed empty NOD paths export

+GTA IV mesh and collision materials're united

+GIMS GUI's reworked

+Improved file open dialogs

+Added ODR/ODD texture folder selection

+Added material converter

+Improved shader blend support

+Added hierarchy manager

+Added error reporting system

+Added grid subdivider

+Added skeleton reset button

+Fixed invalid rotations in IDE/WPL

+Fixed WPL models overloading

+IDE object draw distance'll be adjusted automatically if not set, or -1

+Fixed IDE MLO import bug

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Yeeeeeeeah! You're my God! smile.gif

 

 

 

EDIT: WTF?!

 

Maybe I did something wrong.. (terrain blend)

 

user posted imageuser posted image

 

And one question: is skeleton supported? I mean can we create something like the tower from the airport? happy.gif

And what kind of lights are supported (omni, directional, etc..)? Also, how to make the light from the lamppost to be on the ground? Image

 

I tried to put light on one custom lamppost and all I get is just one funny tiny small circle instead of light. Even the lamppost wasn't lighten up from it.

 

Lol, so many questions. Sorry. biggrin.gif

 

EDIT 2: I just remembered one more question: can we create UV Animaiton? There are so many in Manhattan, oops.. Algonquin (the hotel -.-).

 

biggrin.gif

Edited by hristobg
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