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GIMS IV


3Doomer
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@3Doomer

If i send you the stuff can you tell me a fix?I am sure the IDE and WPl are fine but glad if you can take a look.

OK.

 

===

 

Fail #1: sh*tty models

user posted image

Fail #2: Very big polycount

 

Fail #3: texture dictionary doesn't exist

user posted image

Fail #4: never use 6000 at the draw distance

 

BUT the main problem is here:

user posted image

 

What values have you set in WPL draw distance properties to get NAN??? o_O

Edited by 3Doomer
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I will try to stick with these new versions, so I will help you regarding the bugs I know..

But I have some questions:

- Do you know how to vertex paint for more than 2 blended materials?

I painted on 4 surfaces but only the first 2 materials are blending..

user posted image

 

-How can I create LODs?

I have to add a LOD to use the LOD manager but I don't know ho to make it, I searched everywhere but still nothing sad.gif

I prepared the low poly object and know that I should create a wdd, but don't know for the hierachy...

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You've painted right...should work.

The LODs must be located in ".../base/objs/"

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You've painted right...should work.

The LODs must be located in ".../base/objs/"

My fault, OpenIV problem, it worked in game! biggrin.gif

But I didn't understand that base/obj..

do I have to do something with the hierachy manager or manually and use the LOD Manager then?

where can I know something more about them?

Thanks!

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add lods to the "base" type map using the hierarchy manager and then open the LOD manager

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@3Doomer

If i send you the stuff can you tell me a fix?I am sure the IDE and WPl are fine but glad if you can take a look.

OK.

 

===

 

Fail #1: sh*tty models

user posted image

Fail #2: Very big polycount

 

Fail #3: texture dictionary doesn't exist

user posted image

Fail #4: never use 6000 at the draw distance

 

BUT the main problem is here:

user posted image

 

What values have you set in WPL draw distance properties to get NAN??? o_O

I had to break poly count to 30000 had error.The textures my bad on that i been stressed must have forgotten.WPL i just set 6000.

What's the best poly count for my models?

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Somebody's told about the polycounts few posts earlier.

 

Draw distance's set in the IDE properties, not WPL.

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Somebody's told about the polycounts few posts earlier.

 

Draw distance's set in the IDE properties, not WPL.

Alright.

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Hey GIMS I wanted to know is there a way to add parallax occlusion to Peds. For example, if Niko would get shot would it leave the effect of the bullets holes that are left on the cars on him? If so could you tell me how to incorporate it so I can add it to Niko.

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Hey GIMS I wanted to know is there a way to add parallax occlusion to Peds. For example, if Niko would get shot would it leave the effect of the bullets holes that are left on the cars on him? If so could you tell me how to incorporate it so I can add it to Niko.

I don't think you can use other shader than gta_ped and its branches.

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Hey GIMS I wanted to know is there a way to add parallax occlusion to Peds. For example, if Niko would get shot would it leave the effect of the bullets holes that are left on the cars on him? If so could you tell me how to incorporate it so I can add it to Niko.

I don't think you can use other shader than gta_ped and its branches.

aw man I wanted to add that to that terminator mod you know when he get's shot it would leave those bullets wounds with that parallax effect that is on cars.

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How you fix the export error if high polys i don't want to lose quality to low polys.

just subdivide by 10,000 polys.

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How you fix the export error if high polys i don't want to lose quality to low polys.

just subdivide by 10,000 polys.

Ya when i do that model deforms with polys.Or i have to do a different way?

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How you fix the export error if high polys i don't want to lose quality to low polys.

just subdivide by 10,000 polys.

Ya when i do that model deforms with polys.Or i have to do a different way?

I said SUBDIVIDE not OPTIMIZE.

 

 

 

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How you fix the export error if high polys i don't want to lose quality to low polys.

just subdivide by 10,000 polys.

Ya when i do that model deforms with polys.Or i have to do a different way?

I said SUBDIVIDE not OPTIMIZE.

Could you post a pic and where because there's SUBDIVIDE options on GIMS.

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...

Thing is, you can't create lods that easy.

 

There is no script\program\tool that can decently auto create LOD, since a algorithm would be almost impossible to make because the varierty of objects you can create is unlimited.

 

The only way that will really work, is to create your object again, but this time low poly. Also you may have smoothed your model, or anything else that creates higher poly count to have rounder shapes. Your LOD could be the unsmoothed model, or wahetever you did to make the mountains high poly.

 

There are scripts that can "make" lods, but the only thing they do is reove polygons and welds the rest to eachother, in most cases, this doesn't work well.

 

EDIT:

Now i read your 2nd line. tounge.gif

Basically you add prefix lod to any model you want a lod for, this makes it nice and well ordered.

Next you want to link the LOD to the normal WPL (dev_map > -name- > base > objs)

And the non LOD models (so basically everything else to dev_map > -name- > detail_0 > objs

 

Open LOD manager, change prefix to LOD\lod, let it auto search. It should at least find one lod, depending on how many lods you've made.

 

Just test this first, then worry about wdd. WDD is needed for groups of lod.

 

@3Doomer, if your to lazy to make LODs, you should use 6000, else you get pop ups.

Thanks man, now It's all more clear for me!

Now the LOD Manager finally found my Lod, I will try to make it work on the game when I set up my latest export!

Thanks again!!

 

 

@ShakingASS: It's Subdivide, but I doesn't deform your object, It just split it every # Polys that you choose.

You have to use it with an Editable Poly.

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I will put in edit poly mode just hope your right don't want my models deformed.

What are you converting? biggrin.gif

Not converting i am making my own models from CityScape which are huge polys.I don't convert always any ways my other projects are what i want in IV.

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Just a small WNV import screenshot biggrin.gif

user posted image

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Google about the NavMeshes - they're models.

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Materials're created at import.

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Might be weird place to ask, How are specular maps for GTA made?

 

edit: I suppose it is just the regular lighter pixel= reflection and darker = less reflection. I just wanted to know is there a different way of doing it in IV. Especially since there is something called a specular mask in GTA IV material.

Edited by Limiter
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EncryptedReality
Might be weird place to ask, How are specular maps for GTA made?

 

edit: I suppose it is just the regular lighter pixel= reflection and darker = less reflection. I just wanted to know is there a different way of doing it in IV. Especially since there is something called a specular mask in GTA IV material.

Yes there is, you can use CrazyBump for this, can also do normal maps

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Might be weird place to ask, How are specular maps for GTA made?

 

edit: I suppose it is just the regular lighter pixel= reflection and darker = less reflection. I just wanted to know is there a different way of doing it in IV. Especially since there is something called a specular mask in GTA IV material.

Specular maps've to be grayscale, but there're many of those're coloured in the GTA IV.

Specular mask represents the color that'd be taken from the texture for normal map.

For example, red spec. mask and the coloured texture will result in the specular map, taken from the red texture channel.

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Triple Penetration

Are those navmeshes like in Valve Source games (for example, L4D) and instead of Hammer Editor we will have to use 3dsmax to make them? Or will there be an external tool by OpenIV team? blush.gif

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