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GIMS IV


3Doomer
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hi to all ,sorry for my english

i was able to export my map with old gims

i had my ide , wpl , and collission ( no material )

to get my collision without material i selected my objs (dev_col--->test(wbn name)---->col---->1,2,3 then click to export wbn and i got it

how can i now get my wbn file(without material) with new gims????

who can help me plss ???thx

l

l

v

 

dev_map---->test----->map----->objs----->1,2,3

dev_col----->test----->col------>1,2,3

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yes,a bit later...

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i always the nod duplication confused.gif

 

 

and every time i put a random cars, nothing ingame.

What is draw distance and lodID on wpl section ?

and that when I export a box for paynnspray, he places the wrong place :

 

 

before

user posted image

 

after

user posted image

(reste xfrom , dosent work)

Edited by terreur69
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DELETE THIS POST

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I'm getting this when I'm importing a weapon from OpenIV:

 

 

INIT::StartINIT::Read configINIT::Check missing modulesINIT::Load modulesUPDATE::Forced - false; Quiet - trueINIT::Read configINIT::CompleteGUI::Open GIMS IVGUI::Import ODR/ODDODR/ODD import::bone import error:-- Type error: vertices argument must be an array, got: undefinedODR/ODD import::bone import error:-- Type error: vertices argument must be an array, got: undefinedODR/ODD import::skeleton import error:-- Type error: vertices argument must be an array, got: undefinedODR/ODD import::get_odr error:-- Type error: vertices argument must be an array, got: undefinedODR/ODD import::load_mdl error:-- Type error: vertices argument must be an array, got: undefinedODR/ODD import::get_drawable error:-- Type error: vertices argument must be an array, got: undefinedGUI::ODR/ODD import error in file "w_ak47":-- Type error: vertices argument must be an array, got: undefined=====Log end=====Progressbar state: Importing model: w_ak47 | 7 bonesGUI::Start updateUPDATE::Forced - false; Quiet - falseINIT::Read configREPORT::Error:-- Runtime error: dotNet runtime exception: Command not implemented. The server response was: 5.5.1 Unrecognized command. v6sm1925713pbu.41

 

 

I'm using Max 2011 32-bit, btw.

 

EDIT: NMV, just reinstalled GIMS.

EDIT 2: It does work, but upon export the weapon shifts to another location. The vanilla AK uses the pivot coords of the w_ak47 dummy, but upon export it ends up using the folding_stock dummy.

Edited by lpgunit
76561198000404928.png

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EDIT 2: It does work, but upon export the weapon shifts to another location. The vanilla AK uses the pivot coords of the w_ak47 dummy, but upon export it ends up using the folding_stock dummy.

Fixed.

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EDIT 2: It does work, but upon export the weapon shifts to another location. The vanilla AK uses the pivot coords of the w_ak47 dummy, but upon export it ends up using the folding_stock dummy.

Fixed.

Spasibo balshoye! biggrin.gif

76561198000404928.png

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I've just awaken up, and GooD said that I must give a people the new GIMS IV update...so, there it's!!! smile.gifsmile.gifsmile.gif

 

31.3.2012 17:38 GMT+4:

+Added Drawable openFormats V12 support without backwards compatibility

+Improved GIMS IV material library with texture inclusion

*Fixed skeleton editor GUI

*Material editor submaterial RCmenu position fix

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I've just awaken up, and GooD said that I must give a people the new GIMS IV update...so, there it's!!! smile.gifsmile.gifsmile.gif

 

31.3.2012 17:38 GMT+4:

+Added Drawable openFormats V12 support without backwards compatibility

+Improved GIMS IV material library with texture inclusion

*Fixed skeleton editor GUI

*Material editor submaterial RCmenu position fix

Great, once again i have to change all my private script\tools again with the letter '10' to '12'. tounge.gif

At least I hope it's gonna be this easy.

No, its not just version in *odr and *mesh, also some other changes.

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Now PED Normal Mapping doesn't seem to be working anymore..

 

I have tried with 2 different models and I get no Normal Mapping and I get a bunch of reflection

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I haven't touched anything about normal mapping or smth else...

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I haven't touched anything about normal mapping or smth else...

That is weird..

 

What about Open IV?

 

did they modify anything?

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Yes, there was a lot of changes. But I don't think they can brake the normal mapping.

 

I've tested - all fine.

user posted image

user posted image

Edited by 3Doomer
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kitman20022002

GIMS IV::File "16_GIMS_GUI.gmod" loading error!

-- Syntax error: at *, expected <rollout clause>

-- In line:

GIMS IV::Loaded with errors.

 

CAN ANYONE HELP ME PLEASE,THX

 

 

WINDOWS 64 BIT

3DMAX2012 64BIT

UAC OFF

RUN IN ADMINISTRATOR

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kitman20022002

mse file D:\Program Files\Autodesk\3ds Max 2012\Scripts\Startup

GIMS_IV C:\Users\Kitman\AppData\Roaming

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I tryed this 20 times your mapping system and the model sizing is bugged on import on IDE and WPL i perfered using the older GIMS i had but was forced to update because of openIV.

user posted image

This is very annoying and i hope you fix it.

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Reset X-Form.

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Reset X-Form.

Where would i find the X-Form just want to be sure here.

 

Edit:

I think i found it.

 

Edit:

Nope i found a video and followed it with the reset didn't work.

Edited by ShakingASS
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kitman20022002

Thx,i had use the older GIMS and it now said

 

File validator

Invaild file "06x_mh.odr"!

It has a wrong format ,or encrypted

 

 

What can i do,thx

 

GIMS version

7.11.2011

 

thx?

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Latest version of GIMS IV supports only the latest OpenIV exported models.

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I've added IDE AMAT section support, and updated the audio names list, so you can edit 2DFX AUDIOs now.

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3Doomer please could you tell me a solution to my problem?

I am doing this for a friend.

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EncryptedReality

 

3Doomer please could you tell me a solution to my problem?

I am doing this for a friend.

Tools(Hammer Icon) all the way right on your screen, in the menu list, look there. If not , Press More and search for it

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3Doomer please could you tell me a solution to my problem?

I am doing this for a friend.

Reset your pivot to the center of the object (objects)

 

then do the Reset X form then Collapse it to the model (models)

 

 

Then convert as you would convert a map for GTA IV.

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3Doomer please could you tell me a solution to my problem?

I am doing this for a friend.

Reset your pivot to the center of the object (objects)

 

then do the Reset X form then Collapse it to the model (models)

 

 

Then convert as you would convert a map for GTA IV.

Thanks will try that.

 

user posted image

 

3Doomer i fell into this problem on collision export i don't care much about your material editor but how do i fix this?

Later i will apply proper materials.But could you bring back old material editor aswell it really was faster.

Edited by ShakingASS
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