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GIMS IV


3Doomer
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TheChopShop

LOL ..I've been thinkn this entire time "I wonder if anyone has a copy of the no limit v1.3", cuz I haven't seen my tarmac in game since xD (even tho I'm below the limits) suicidal.gif

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You're making something wrong. Or just Shadow's plugin makes such models...

 

OK, I'll return map size limit to 800

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TheChopShop

you've seen my scene bro, I've done everything correctly - and if there was something wrong with the wdr's, wouldn't re-saving them with OFs or re-exporting with Zm fix it?

 

the tarmac parts show perfectly in OIV, in OFs, and in Zm.. yet they're not seen IG - and this is regardless of whether I use the 'base' or 'map' (and the associated str rename)

 

I don't want you to go out of your way or make anything unstable for others, but it's been 2 months since I've seen the tarmac IG and my motivation for the project is dying

because nobody seems to acknowledge the problem, let alone kno of a fix or the cause (even tho it's been documented several times) - I just don't know where to go from here

 

and I've been 'here' a very long time confused.gif

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send your current scene, I'll check better

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quechus13

My problem is that I can't do an IDE file any longer due the limit of 502 and I don't think 800 will do much of a difference

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My problem is that I can't do an IDE file any longer due the limit of 502 and I don't think 800 will do much of a difference

You can subdivide your objects to smaller pieces.

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quechus13
My problem is that I can't do an IDE file any longer due the limit of 502 and I don't think 800 will do much of a difference

You can subdivide your objects to smaller pieces.

I don't really wanna do that since the map has a lot of objects :S

 

what was the version that didn't have that limit?

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The game engine can't handle big objects, so you MUST do this.

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quechus13
The game engine can't handle big objects, so you MUST do this.

The game has handled a couple of big mods like my racetrack which covered LC and my Landscape with no problems XD

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OK, I'll remove map object size limits, but I won't do any support, if you'll get blinking or disappearing models

 

===

 

 

04.05.2011 17:33 UTC:

+Removed map object size limit

+Added MLO IDE section import

+Added ODR import from IDE

 

Edited by 3Doomer
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TheChopShop

yeah, my entire track was initially all

and there was no problems with it

 

it's when these limits were imposed that I stoppd seeing it IG.. but I digress - any news on my ish bro ..you find anything? (btw, I'm still on 14-4)

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quechus13

this is gonna be awesome biggrin.gif

 

No object size limit biggrin.gif

 

 

EDIT:

 

Size is still 800 :S

 

I'm going back to 1.42

Edited by quechus13
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Size limit's still 800, BUT there's only a warning, and export progress doesn't stop

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I don't know where to post about my problem. Okay, I exported my map which is with 190 objects with newest release of GIMS.

I addded lines in gta.dat and images.txt which are leading to the files. I did everything as before (well, before everything have been just fine).

Now, when I start the game, there's nothing. Just water! (my map is cleaned). I fixed WDR with oF (thanks to Blaster_nl), I reexported with GIMS 1.42,

checked hundred times WPL and IDE and I'm not seeing errors in it. Well, any suggestions?

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Have you checked gta.dat and images.txt perfectly? I can check all the files...

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there we go, thats my problem, i do all, perfectly and i still get nothing, not even collision

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Actually, I tried with prevously files that 100% worked! From all files except the custom ones, I only have changed loadingscreens_pc.dat in common folder. I don't think that's a problem..

 

EDIT: Oops, I meant they 100% worked before. Now they doesn't..

Edited by hristobg
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I can't download the files, links 're broken

 

send WPLs and IDEs too

 

===

 

6.05.2011 23:14 UTC:

+Returned WDR import/export

+Fixed invalid WDR materials assignment

 

 

Edited by 3Doomer
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this happened to me too. the models and COL isnt showing up IG. can you just fix the last version of gims before the one without limits? just make the IDE limit to 1000. biggrin.gif well if you can

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Current build hasn't got size limits, you can do all as you wish...All disappearing problems was caused by wrong gta.dat/images.txt operations and inattention while exporting WPL(wrong object names, etc)

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quechus13
this happened to me too. the models and COL isnt showing up IG. can you just fix the last version of gims before the one without limits? just make the IDE limit to 1000. biggrin.gif well if you can

Everything works fine for me smile.gif

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TheChopShop

 

9.05.2011 23:17 UTC:

+Fixed invalid WPL object names export

 

cookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gif

 

THANK YOU! ..finally I can see my ish IG! woo hoo!!! lol user posted image

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There's no release yet...but you can DL the FIX directly

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TheChopShop

lmao- this was one of the most fundamental, most needed fixes in GIMS history ..and it's all quiet xD

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you've reimported the WPL and changed object names, but the hash remained old...that's not really a script bug xD

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TheChopShop

I reimported squat.. and therefore renamed squat afterwards bro - it was most definitely a script bug

..one that took me 2 months to convince you of ffs ..but you just fixd it, and you're still not convinced? :facepalm: lol

 

the two times I renamed the mesh, was immediately after v1.3 was updated to have limits (when I split the mesh, of course I renamed them)

then immediately after you discovered and informed me that name characters had a limit of 24 - that's it, that's all.. if GIMS can't auto detect when the mesh name is changed in app, that's a GIMS bug thpppt

 

edit- on a side note, wdr export no longer works dozingoff.gif

user posted image

 

Edited by TheChopShop
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I'll fix...

 

in next release:

 

+Fixed WDR material bug

+Fixed invalid WPL object names export

+Added streamX/strbigX WPL index selection

+Fixed LOD manager wrong section order bug

+Added multiselection support in LOD manager

 

Edited by 3Doomer
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