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3Doomer

GIMS IV

Recommended Posts

3Doomer

all that I can help you now - hierarchy explanation in the 1st post and may be answer some questions...there'll be a complete tutorial when ODR export'll be ready

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Terreur69

could we have an estimate of the day or give it to you ?

 

edit: for exportation .odr

Edited by terreur69

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nanito13
could we have an estimate of the day or give it to you ?

you mean for the tutorial for the latest version ? i would be very appreciated ... just i need to put simple things like cubes etc... then ill build the complex things ... first i need to try with cubes i did a pyramid and textured it i know how to model and do everything but i dont know the steps ive did many thing cubes .. buildings ... etc... but i dont know which options should i put to correctlty work in gta 4 , and what should i name them... and what files do they use... i have a fully done 3ds max model but i dont know how to continue....

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3Doomer

ODR export doesn't depend on me, I'm waiting for GooD-NTS

 

===

 

 

02.06.2011 0:41 UTC:

+Scene check optimization

+Added expert export mode

+Added object subdivider by polycount

 

Edited by 3Doomer

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_Charger_

why GIMS updater isn't availible anymore?

would be nice having it back

 

EDIT: import nod paths doesnt work "no "get" function for undefined"

Edited by _Charger_

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EncryptedReality

It works... you don't have all nod files in same folder. You must extract em in 1 folder and choose 1 nod file and than import and choose type to be shown.

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_Charger_

 

It works... you don't have all nod files in same folder. You must extract em in 1 folder and choose 1 nod file and than import and choose type to be shown.

i did, using newest GIMS and paths from gta v1.0.7.0

 

it is an error on GIMS from 2.6. allways "no ""get"" function for undefined" if i read it right in listener something with the way it loads the nodimporter, but i'm not sure ;D

Edited by _Charger_

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_Charger_

and updater will it never be availible?

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3Doomer

I haven't got any ideas to make an updater...may be, later

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_Charger_

update isn't big problem, send you pm biggrin.gif

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3Doomer

 

03.06.2011 3:11 UTC:

+Fixed invalid/repeating col materials

 

03.06.2011 1:44 UTC:

+Updater's revealed (10x 2 [email protected])

+Fixed NOD paths import

+Minor improvements

Edited by 3Doomer

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pmillett

Can't wait for OFT. Since ODR is right around the corner

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_Charger_

hey nice work on it biggrin.gif you're very good at scripting for max tounge.gif genius man ^^

 

only stupid thing on this draganddrop method is, that it's allways shown, the status. but it works, so it is good enough biggrin.gif

Edited by _Charger_

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quechus13

I can't export WPL or IDE confused.gif

 

 

 

 

my hierarchy

 

 

dev_map

cristq

map

objs

cristq

 

 

 

what am I doing wrong? (using latest version of GIMS)

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freeman1

@3Doomer

 

I have a bit of feedback for you, when i am importing the WPL's and ODR's through Gims most parts of the map assemble perfectly, except for a few. Some are in slightly the wrong position and some appear without textures. Is this a bug in the GIMS script or openIV? i tried to upload the 3ds file to mediafire but it failed, sorry sad.gif

 

p.s: I used patch 1.0.7.0 to decrypt the files.

 

 

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Terreur69

@ quechus13

 

dev_map

cristq

base

objs

cristq

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miclin

since the newest update LOds(.odds) arent skinned anymore after import-.-

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vans123

3Doomer: i read at open IV NTS already release his ODR update, i would like to know if there's some estimated release time for your GIMS script so we can export, import them in MAX and

finally we get free from shadows WDR esport

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quechus13

Now this is what I get when trying to export IDE

 

"Object "sandboxq/base/objs/sandboxq" is not prepared! Map properties set to default."

 

 

EDIT:

 

Why did you change the map size limit again?

 

does anybody have the version that got released on 04.05.2011??

Edited by quechus13

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3Doomer

2 quechus13:

The difference between "WARNING::" and "ERROR::" messages is that WARNINGs aren't critical, and the export doesn't fail on them.

"Object "sandboxq/base/objs/sandboxq" is not prepared! Map properties set to default." just lets you know that you've forgot to set IDE properties, and the script has set them to default values.

 

2 miclin:

try the last update...or send me this file's name

 

2 freeman1:

GIMS can't load textures, if you haven't extracted them to ODR folder

All models assembly does as it's ingame.

 

2 vans123 AND everyone, who want to export ODR/ODD:

GIMS won't have ODR/ODD export, while the openFormats doesn't support it!!!

 

All, who have some troubles with GIMS: PLEASE, send the full message text!

 

===

 

 

05.06.2011 14:06 UTC:

+Fixed ODR/ODD import bugs

+Minor improvements

 

Edited by 3Doomer

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quechus13

ok cool but why did you change the size limit again? turn.gif

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3Doomer

I haven't changed it!

 

map - 800

col - 2000

col polycount - 32767

 

BTW, map size limit doesn't produce ERRORs - you can export any objects

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Mr.NubzZ

just one question does the shaders of the imported ODR gets listed on the materials?(in max)

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3Doomer

Yes, imported shaders're applying to the material

 

===

 

 

07.06.2011 3:03 UTC:

+GTA IV mesh material's updated

+Added IDE bounding box and sphere import

+Changed ODD import hierarchy

+Minor improvements

 

Edited by 3Doomer

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quechus13
I haven't changed it!

 

map - 800

col - 2000

col polycount - 32767

 

BTW, map size limit doesn't produce ERRORs - you can export any objects

are you sure about that??

 

ERROR::Object "mtnq/map/objs/mtnq" is too big!. Please subdivide it to multiple objects fitting the box size 800.

 

 

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3Doomer
I haven't changed it!

 

map - 800

col - 2000

col polycount - 32767

 

BTW, map size limit doesn't produce ERRORs - you can export any objects

are you sure about that??

 

ERROR::Object "mtnq/map/objs/mtnq" is too big!. Please subdivide it to multiple objects fitting the box size 800.

You're using old GIMS version! I've removed map size limit.

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quechus13

 

I haven't changed it!

 

map - 800

col - 2000

col polycount - 32767

 

BTW, map size limit doesn't produce ERRORs - you can export any objects

are you sure about that??

 

ERROR::Object "mtnq/map/objs/mtnq" is too big!. Please subdivide it to multiple objects fitting the box size 800.

You're using old GIMS version! I've removed map size limit.

the newest one says warning and makes an IDE file but there is nothing inside it.

 

NVM: didn't see you did an updated (it fixed it) thanks ill report if i get another error.

Edited by quechus13

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nanito13

so is there a tutorial for the latest version of not yet please reply... or a video..

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3Doomer
New tutorial will be available after the model exporting build

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