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GIMS IV


3Doomer
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I heard navmesh openformats writing is in process now. When it will be added to GIMS? Will be it native feature of Evo?

I know, its too early question, but anyway its important.

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Of course, any available file formats'll be supported in Evo.

May be, ONV format support'll be added to th current GIMS build(because it's too early to dream about Evo).

 

BTW, I've optimized the Evo GIMS core, so it runs fine now(without incredible memory leaks and crazy waiting time).

[GIMS Evo IV memory usage test]

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Of course, any available file formats'll be supported in Evo.

May be, ONV format support'll be added to th current GIMS build(because it's too early to dream about Evo).

 

BTW, I've optimized the Evo GIMS core, so it runs fine now(without incredible memory leaks and crazy waiting time).

[GIMS Evo IV memory usage test]

and that is when it will be available?

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What about Max 2013 and later? A friend of mine downloaded a trial of it, and I was wondering if we can make it work on that version in a future update, or perhaps when GIMS Evo is released.

76561198000404928.png

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Hi 3Doomer,

 

I contacted you over a year ago in regards to my project which is to import all of the Liberty City map to 3ds so i can convert it to Rfactor, i had some problems so i stopped, but now i am going to try again. I want to import everything, meshes,Lod's, textures, lighting etc in to 3ds so i can convert it to Rfactor . I was partially successful last time but when importing i had some missing objects and textures and some geometry imported in to the wrong location. I spoke to you before and you said to wait for a future version of GIMs, so i did. I really dont know what the problem was, if it was open formats, Gims, 3d studio, me! I would really appreciate your advice on a couple of things...

 

a] is it possible to achieve what i want to do with the latest version of Gims?

 

b] If it is possible can you please give me a short step by step guide just so that i know i am following the correct process?

 

 

 

Somebody has already done what i want to do with vice city..

 

 

Kind Regards

 

Freeman

Edited by freeman1
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Hello 3doomer,

 

I m using the 3ds max and cryengine3 sandbox, I wanna export the iv map,vehicle,ped,everything to max and import it to cryengine3. I m using openiv and your gims tool, but I had a problem. The material in gtaiv model is called gtaiv material. To import it to engine, it must be standard type. But I tried everything, I still cannot convert iv material to standard. All I can do is to change sub material type one by one, and select texture, maps etc. But that's a really hard thing to do, and it ll take a lot of time.

 

So I really hope you can make a converter tool or script, that can convert iv material to standard.

 

Many thanks!

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Hello 3doomer,

 

I m using the 3ds max and cryengine3 sandbox, I wanna export the iv map,vehicle,ped,everything to max and import it to cryengine3. I m using openiv and your gims tool, but I had a problem. The material in gtaiv model is called gtaiv material. To import it to engine, it must be standard type. But I tried everything, I still cannot convert iv material to standard. All I can do is to change sub material type one by one, and select texture, maps etc. But that's a really hard thing to do, and it ll take a lot of time.

 

So I really hope you can make a converter tool or script, that can convert iv material to standard.

 

Many thanks!

There's already a batch converter for that: https://dl.dropbox.com/u/18649105/GTAIVmtlAndBlendToStd.ms

76561198000404928.png

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snipeingkicker
Every time I try to export my custom player model's head I keep getting these errors!

 

No Objects Found in the "dev_model/feet_000_u" File dummy!

No Objects Found in the "dev_model/hand_000_r" File dummy!

No Objects Found in the "dev_model/head_000_r" File dummy!

No Objects Found in the "dev_model/lowr_000_u" File dummy!

No Objects Found in the "dev_model/uppr_000_u" File dummy!

 

Please tell me why this is happening! I did everything in the pred rigging tutorial and I still get these errors!

go to tools at the top, open container explore and delete those that are on the message.

I did this and now I get "Can't find the "dev_model" parent dummy!"

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Now the transparent shaders works even when you get out of one scene and you get in again.

at least it works for me.

i dont know if you had something to do with it. but if you have, thanks. smile.gif

 

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i think it's a stupid question but, are you working on onv importing?, cuz open iv already supports onv open format.

i guess you're already working on that but i'm just curious.

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OpenIV has support for navmeshes, is there any plan for GIMS supporting import+export of ONV?

 

Also, great work on what you've achived.

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Guys particularly Blaster_Nl, yes Blaster, I need your confirmation since I posted this on p85 but didn't seem to get the confirmation then. smile.gif

 

Is this statement true or false regarding LOD export. orly.gif

 

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.

 

Below is a statement why I posted the above. I also wanted to know does LOD export come on .wpl export and does not come in odr, obn, and ide.

 

Does regular object go into detail_0 in .wpl or is that where LODs go. (I believe it is where LODs go)

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OpenIV has support for navmeshes, is there any plan for GIMS supporting import+export of ONV?

 

Also, great work on what you've achived.

i've already asked this: see below.

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LODs involve: WDD, WTD, IDE & WPL

WDD: Multiple objects in WDD loads faster than seperate objects as WDR

WTD: LODs must use textures not bigger than 64x64, you can also combine textures into one big (256x256) texture. Note, then you must also re-uv it and use unwrap.

IDE: Differences to non-lod: lod wtd name, draw distance: 3000+, wdd name.

WPL: non-lod in stream#, lod in folder wpl. Only stream wpl can use LOD numbers. When a object in a stream has lod number 56, it means the lod is on the 57th row in the folder wpl (starts from 0)

useful info, man. i didnt know that lods inside wdd were loading faster than in a wdr. tounge2.gif

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nice, i know how to make LOD's but i dont know how to make LOD's LOD like rockstar made in all buildings and terrains.

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i'd really like to have any of the software that rockstar use to create that beatiful worlds

so hard to do it in 3dsmax, even with other plugins. confused.gif

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Can anyone give me an example of an MLO wpl to base off of? I need to know how the hierarchy runs for it.

 

I managed to get MLO IDE to export without errors. ( I used Perseus MLO IDE in retail_3.ide ). I connected my models to the dummy hierarchy already provided.

 

Although I did get it to export fine, I want to make sure which ones are actually objects (since importing IDE into GIMS makes everything into dummies ). Of course, everything in the objs section are models. But what about under mlo section? (namely the child of the dummy named mlo ) That one is named the same as the wbd collision for that interior.

 

Speaking about wbd, I use wbn for collision in interior, I hope this is fine.

 

I can't see my interior in game, and I figured it must be the wpl since I don't know how that part works.

 

Thanks in advance. smile.gif

 

Limiter

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All is created with 3Ds Max. There is a reason GIMS is for 3ds max.

yes, but they have plugins or something that make building easier like procedural constructing or something like that.

so that's what i would like to know, which plugins do they have.

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AFAIK about oficial SDKs, they've got CONSOLE unuseful sh*t for that all, without any program feedback

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would we be able to build worlds easily in 3dsmax with GIMS some time? jajaja im just wondering, nothing more.

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Can anyone give me an example of an MLO wpl to base off of? I need to know how the hierarchy runs for it.

 

I managed to get MLO IDE to export without errors. ( I used Perseus MLO IDE in retail_3.ide ). I connected my models to the dummy hierarchy already provided.

 

Although I did get it to export fine, I want to make sure which ones are actually objects (since importing IDE into GIMS makes everything into dummies ). Of course, everything in the objs section are models. But what about under mlo section? (namely the child of the dummy named mlo ) That one is named the same as the wbd collision for that interior.

 

Speaking about wbd, I use wbn for collision in interior, I hope this is fine.

 

I can't see my interior in game, and I figured it must be the wpl since I don't know how that part works.

 

Thanks in advance. smile.gif

 

Limiter

To clarify what I mean.

 

You know when you export regular IDES, you put actual mesh under the objs dummy. Then you export your IDE.

 

BUT when you re-import your IDE back into 3ds max using GIMS, the section under objs is no longer a mesh but a dummy containing the same name and information as the mesh. So the entire hierarchy gets displayed as dummies without any mesh.

 

My point is, I used IDES imported from rockstar's interior to base MLO off of. I understand what goes where in the objs section. BUT in under the mlo section, I have no idea which ones are supposed to be mesh and which ones are really dummies in the first place. I need some clarifications here.

 

Aside from this, can anyone tell me a sample wpl from rockstar that contains MLO? That way I can base the hierarchy off of it as well.

 

Waiting for detailed Blaster_NL reply... Shifty41s_beerhatsmilie2.gif Cheers man, your reply for LOD was great. wink.gif

 

Cheers,

 

Limiter

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MLO section of WPL does some unknown sh*t, may be, it's connected with portals and IDE MLOP section. You don't very need to use it.

Interiors're placed through the OBJS section, by their name.

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Hi, I was using gims last night with no problems. This evening I tried to start it up and got this error:

 

 

GIMS IV::File "02_Core.gmod" loading error!-- Type error: Call needs function or class, got: undefinedGIMS IV::Loaded with errors.

 

 

The only thing I changed recently was, I ran the GTAIVmtlAndBlendToStd script. Did that mess it up somehow? Or something else happened?

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Can anybody tell me how the IDE section of MLO works, where do my interior mesh go? I know that my mesh goes under objs dummy but what about the dummies below mlo? Which ones were mesh and which were actually dummy? I can't tell since the sample IDE from Rockstar is imported into max using GIMS so everything gets turned into dummy.

 

@3doomer, can you explain a bit about exporting MLO IDE?

 

If you need detail, refer to my previous post. smile.gif

 

Thanks guys, this is driving me crazy. tounge.gif

 

Also, side note, I notice when I read the IDE, the line after MLO is always the name of WBD, what do I put there, a mesh containing the wbd or a dummy containing information of the wbd?

 

 

mloDeal, 0, 2, 2, 16, 60, 200, -1

 

 

The above is a section of the line from GTA IV's homes_1.ide.

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