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GIMS IV


3Doomer
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I don't know how it's made in Hammer.

You'll make then in 3D MAX.

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EncryptedReality

 

I don't know how it's made in Hammer.

You'll make then in 3D MAX.

So, how much progress is made on navmeshes import/export?

 

When to expect it...

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We're waiting for Listener to continue the research...

 

===

 

I've made object names display function.

user posted image

 

The update'll be after these 4 development cases:

 

MODELS->import::vehicle shader parameters

MODELS->export::vehicle shader parameters

GUI->Material editor::vehicle parameters

DB::vehicle shaders(uncomment)

Edited by 3Doomer
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Please help! ;(

 

I can't run the Webinstall GIMS IV on 3DS Max 2012, I cant find it or I cant search it or I cant open it via 3DS.

Anybody got any idea how to fix this??

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What issues? Give me a list, please.

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@3doomer

 

Lets get this straight. You said to never use 6000 as draw distance. And Blaster said to use 6000 if you don't use LODs. So to put it simply, can GIMS export 6000 as draw distance??

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I've noticed some ingame streaming bugs with this value, so I don't recommend to use it.

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I've noticed some ingame streaming bugs with this value, so I don't recommend to use it.

what value should be good then?

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@3doomer

 

Lets get this straight. You said to never use 6000 as draw distance. And Blaster said to use 6000 if you don't use LODs. So to put it simply, can GIMS export 6000 as draw distance??

Ofc 6000 is not recommended, because R* doesn't use that value.

 

Normal objects have a distance of ~300

LOD objects distance of 550-700

SuperLODs 3000

 

If you have a big object that doesn't have a lod you must put in a big distance, else it will pop up, and you don't want that. I'm not sure if 3000 or 6000 matters, LC SLODs are loaded at all times, so I guess 3000 is enough.

 

If you have a normal and lod object, put the lod on 3000, and the object in the stream wpl (distance is controlled by the stream, ide is ignored, i suggest you set the value on 300 anyway)

Perfect!

 

then that should fix the lag I keep getting in my forest.

 

I exported 5,000 polys wdrs and wbns so I was like:

 

user posted image

 

 

then I was like it is probably something to do with the matrix. XD

 

thanks blaster i'll try.

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Hey 3Doomer. How about adding an option witch will let us importing models without textures?

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Why don't just remove the textures from the folder mmm? rolleyes.gif

 

===

 

Material editor upgrade: blackjack and b**ches biggrin.gif

user posted image

 

 

8.3.2012 22:20 GMT+4:

+Added vehicle shaders support

+Added object names displaying ability

+Added material editor selecting faces with the material ability

+Added material editor swap material IDs ability

+Added material editor material reference copying ability

+Added material editor material preview ability

*Fixed the file validator

*Fixed model LOD levels export

*GUI update

Edited by 3Doomer
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Wow Blaster, thanks for the help. biggrin.gif

 

Which one below is right when dealing with lod setup for export, if any one could please let me know. tounge.gif

 

1: When Blaster_nl said that IDE is ignored, does that mean that I do not need to export an IDE for my main object? Just export .odr, .obn, and the wpl?

 

or

 

2: Just export .odr, .obn, and .ide as you would if your object contains no lod. Then the difference comes when you export .wpl where you put lod into dev_map->name->base->objs and non-lod into dev_map->name->detail_0->objs.

 

I think #2 is right but I need some confirmations. smile.gif

 

Thank you all who have helped.

 

And cheers to Blaster for such a detailed reply. wink.gif

Edited by Limiter
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It's good that u've improved new gta IV material, but why you cancelled older one now?

No offence, but new is worse than before.. You can't go step back, You can't click on that menu normal to select viewports etc..

And specially you can't use Material Editor like u suposed to confused.gif all i see is that anoying info windows about new one everytime.

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I can't see any difficulties to use the new editor.

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I can't see any difficulties to use the new editor.

That's because u made it biggrin.gif there is never tutorial for anything untill u ask/or someone get asked..

Just please leave the old gta iv material for the way it was few weeks back, that it will just transform materials after export smile.gif

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I can't see any difficulties to use the new editor.

That's because u made it biggrin.gif there is never tutorial for anything untill u ask/or someone get asked..

Just please leave the old gta iv material for the way it was few weeks back, that it will just transform materials after export smile.gif

its practically the same thing and better.

 

nothing to be ashamed of.

 

 

just do your materials with the standard material of 3ds max and add all your necessary textures.

 

 

then convert the materials and use the material editor and edit biggrin.gif

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I can't see any difficulties to use the new editor.

That's because u made it biggrin.gif there is never tutorial for anything untill u ask/or someone get asked..

Just please leave the old gta iv material for the way it was few weeks back, that it will just transform materials after export smile.gif

its practically the same thing and better.

 

nothing to be ashamed of.

 

 

just do your materials with the standard material of 3ds max and add all your necessary textures.

 

 

then convert the materials and use the material editor and edit biggrin.gif

hm, ok.. a bit pointless to remove the old gta iv material, cause you could enter everything at once and than just aply to those objects u wanted.

now it's a kinda mess if u want do to the same materials for other objects etc smile.gif

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I can't see any difficulties to use the new editor.

That's because u made it biggrin.gif there is never tutorial for anything untill u ask/or someone get asked..

Just please leave the old gta iv material for the way it was few weeks back, that it will just transform materials after export smile.gif

its practically the same thing and better.

 

nothing to be ashamed of.

 

 

just do your materials with the standard material of 3ds max and add all your necessary textures.

 

 

then convert the materials and use the material editor and edit biggrin.gif

hm, ok.. a bit pointless to remove the old gta iv material, cause you could enter everything at once and than just aply to those objects u wanted.

now it's a kinda mess if u want do to the same materials for other objects etc smile.gif

its easier once you get used to it XD

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I noticed that Blaster said SLOD loads on map regardless of draw distance. What about regular LODS?

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I can't see any difficulties to use the new editor.

That's because u made it biggrin.gif there is never tutorial for anything untill u ask/or someone get asked..

Just please leave the old gta iv material for the way it was few weeks back, that it will just transform materials after export smile.gif

its practically the same thing and better.

 

nothing to be ashamed of.

 

 

just do your materials with the standard material of 3ds max and add all your necessary textures.

 

 

then convert the materials and use the material editor and edit biggrin.gif

You can set the materials for 1 object, then select multiple another and apply that material preset to them by ''Object > Apply'' button

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Hey 3Doomer!

 

I installed GIMS!

And when I want to open .IDE or .WPL it open error:

 

user posted image

 

 

Please help me!

 

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looks like this ide's wrong. send me it...

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What does this mean?

 

Name "E:\GTA IV\Teksury\model1\tekstura3.png" has changed to "E:\GTA_IV\Teksury\model1\tekstura3.png"

 

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Just a small bug in texture name spaces remover...it shouldn't check folder names

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Bug:

GIMS can't support space in folder names:

 

 proper path -E:\Offtopic\GTA Modding\IV_SA\map\textures\countryn2\concreteyellow256.png GIMS export - E:\Offtopic\GTA_Modding\IV_SA\map\textures\countryn2\concreteyellow256.png

 

If you can't see difference, look at GTA Modding name.

HHnErXC.png


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I know that, but can't do just znything in the nearest 2 weeks.

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I'm soo much outdated in this tool and my question is can I already move the bone instead of the mesh for good bone rigging? Like the arm is folded and can I fold the bone already and fit it in the mesh or still no? Also the player models I made is still little bit shiny in cutscenes even if the spec map power and specularity is in 0.1...

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I'm soo much outdated in this tool and my question is can I already move the bone instead of the mesh for good bone rigging? Like the arm is folded and can I fold the bone already and fit it in the mesh or still no? Also the player models I made is still little bit shiny in cutscenes even if the spec map power and specularity is in 0.1...

The spec power needs to go to 100.

 

and specularity to 0.00

 

and put 7 7 7 as your specular mask.

 

 

as for the bone thing I don't think we can do that yet.

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user posted image

 

How do i fix this all bones are correct everything in place just need help fixing this then i can have in game.

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