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GIMS IV


3Doomer
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Just dropping in to add:

bear in mind, Rockstar doesn't really use wbd on major map objects, but you can still use it and it shouldn't hurt.
There is a limit to the number of wbd objects, just thought you guys should know that. I'm not sure what the exact limit is however when i was working on Criminal Russia Rage the team hit the limit to wbd object afaik.
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Thanks for the info Frank.S

 

Are there other limits discovered related to other file extensions such as .wdr, .wbn ect...

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EncryptedReality
Thanks for the info Frank.S

 

Are there other limits discovered related to other file extensions such as .wdr, .wbn ect...

 

Players:

 

0x1064808: CPlayer** (With 32 pointers to CPlayer classes)

Limit: 32

 

CAtdNodeFrameAddress:

 

0xFC3D94: POOL**

Limit: 21,000

Size: 0x10

 

TxdStore:

 

0x105F754: POOL**

Limit: 5,500

Size: 0x10

 

PtrNode Single:

 

0x105FEF0: POOL**

Limit: 80,000

Size: 0x8

 

PtrNode Double:

 

0x105FEF4: POOL**

Limit: 16,0000

Size: 0x10

 

Cutscene Manger:

 

0x10B2694: POOL**

Limit: 256

Size: 0x10

 

Vehicles:

 

0x11E1540: POOL**

Limit: 140

Size: 0x20D0

 

Interior Inst:

 

0x11E6DA4: POOL**

Limit: 1000

Size: 0x160

 

Objects:

 

0x11E73E8: POOL**

Limit: 1,300

Size: 0x320

 

Cam:

 

0x126BB78: POOL**

Limit: 60

Size: 0x500

 

Building:

 

0x127D838: POOL**

Limit: 32,000

Size: 0x70

 

Dummy Objects:

 

0x127D890: POOL**

Limit: 14,000

Size: 0x80

 

IplStore:

 

0x127D8C0: POOL**

Limit: 500

Size: 0x60

 

Tasks:

 

0x142CC8C: POOL**

Limit: 1,200

Size: 0x110

 

Scripts:

 

0x142E030: POOL**

Limit: 600

Size: 0x24

 

CAnimBlender:

 

0x142F748: POOL**

Limit: 300

Size: 0x1A54

 

CAtdNodeAnimPlayer:

 

0x142F74C: POOL**

Limit: 1,500

Size: 0x94

 

CAtdNodeAnimChangePooledObject:

 

0x142F750: POOL**

Limit: 3,000

Size: 0x18

 

crFrameFilterBoneMask:

 

0x142F754: POOL**

Limit: 1,800

Size: 0x10

 

crExpressionProcessor:

 

0x142F75C: POOL**

Limit: 1,500

Size: 0x70

 

crmtObserver:

 

0x142F760: POOL**

Limit: 1,500

Size: 0x10

 

Events:

 

0x1440D3C: POOL**

Limit: 300

Size: 0x60

 

QuadTreeNodes:

 

0x1444F80: POOL**

Limit: 800

Size: 0x28

 

DrawblDictStore:

 

0x1450A30: POOL**

Limit: 1,800

Size: 0x14

 

CQueriableTaskInfo:

 

0x1450A9C: POOL**

Limit: 1,120

Size: 0x50

 

VehicleStruct's:

 

0x14510D4: POOL**

Limit: 50

Size: 0x20

 

PortalInst:

 

0x145D51C: POOL**

Limit: 500

Size: 0xD0

 

AnimManager:

 

0x1490DFC: POOL**

Limit: 1,200

Size: 0x10

 

Bounds Store:

 

0x1490E00: POOL**

Limit: 500

Size: 0x40

 

Physics Store:

 

0x1490E34: POOL**

Limit: 308

Size: 0x40

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Anyone know if it is possible to have 2 different collision materials on the same blended terrain shader?

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Thanks Random, thats the list I saw a while back, but have anything been changed since then? smile.gif

 

There are limits I find nagging, for example, TCYC limit only allows an addition of ONE TCYC if your do not do a total conversion. Water also has a very close limit. ( I posted exact number somewhere on here )

 

...And from this list, it seems like portals aren't looking too good, so I take it as limited interiors.

 

We really need a limit breaker for IV. tounge.gif

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EncryptedReality

I don't think anything has been changed since

 

 

I'm mostly interested in breaking the height limit for flying because IV has a really low one (not even as tall as Mt. Chiliad) , also am interested in adding traffic paths working on higher levels where they do not now (Gostown paradise) and i'm interested in changing the train scheme by making cabin and wagons spawn instead of same subway car duplicates 3 or 4 times.

 

 

Too bad, im nothing for a hacker so this will be never be done by myself.

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am interested in adding traffic paths working on higher levels where they do not now (Gostown paradise)

Impossible. This limit's provided by .NOD file structure and can't be fixed without reverse engineering and game re - compilation.

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Anyone know if it is possible to have 2 different collision materials on the same blended terrain shader?

No, you can't have "blended" collision materials.

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am interested in adding traffic paths working on higher levels where they do not now (Gostown paradise)

Impossible. This limit's provided by .NOD file structure and can't be fixed without reverse engineering and game re - compilation.

Either that, or patch the game in memory just as with most mods that involve messing with the EXE.

76561198000404928.png

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Anyone know if it is possible to have 2 different collision materials on the same blended terrain shader?

No, you can't have "blended" collision materials.

I might have worded that wrong.. so just to be sure, lets say I have a plane with one shader and grass collision type, is it possible to select a group of polys or something and change that area to sand collision?

 

Thanks

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Anyone know if it is possible to have 2 different collision materials on the same blended terrain shader?

No, you can't have "blended" collision materials.

I might have worded that wrong.. so just to be sure, lets say I have a plane with one shader and grass collision type, is it possible to select a group of polys or something and change that area to sand collision?

 

Thanks

Sure, I don't see why not.

Oh... you literally can do that. LOL

 

God damnit.

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IIZACHARIAHII

Comment removed.

Edited by IIZACHARIAHII
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Lost Farcry Islands

 

A map mod i am working on and it will be release very soon.

It is sort of an expansion pack from my previous map,

lost island final

http://www.gta4-mods.com/misc/gta-iv-lost-...nd-final-f20508

 

It is a massive Far Cry styled map with Roads, towns,wrecked cars/boat and surrounding Islands (lost island)

 

So,if you are interested in downloading a far cry style map,in the near future and would like to keep upto date

with the latest beta footage visit the link below,

 

http://www.youtube.com/watch?v=KHJ6henkQYU...feature=mh_lolz

No one likes your offtopic spam.

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IIZACHARIAHII

Comment removed!

Edited by IIZACHARIAHII
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No one likes your face, but you don't hear me complaining. wow.gif

 

And how is map making with gims iv off topic on a gims IV topic?

 

You just don't want me drawing attention away from your topic.

deny it all you want, but you know thats true.

 

And i have plenty of people interested in my mod so, go suck of a horse.

I hate to bring bad news to you.But you have no grounds in what you are saying.

 

3doomer is a respected member and you should not talk like this to him especially because he made GIMS. Your mod won't even exist if it wasn't for him.

 

Let alone you are advertising your mod by going off topic in 3doomer's topic in the first place. How would you feel if someone did that in your topic?

 

Not trying to play back seat moderator or starting any debate. But this is what I feel should be said. Hope you understand. smile.gif

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IIZACHARIAHII

Im new to using forum sites, and i had no idea that placing a link to a mod from the software he made was spamming.

 

And im sorry but, i don't care how respected he is the way he said it was just rude "No one likes your offtopic spam" (It's not offtopic it's gims iv related)

 

How would you like it, if he said to you that no one likes your work?

Its just insulting, thats why i commented in that mannor.

 

 

 

 

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IIZACHARIAHII

Ow, ok well i didn't know that there was a different sections for maps and for tools and bug reports. wow.gif

 

Well in that case i apologize to 3Doomer for my previous comment, and i will try and remove the spam.

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I have not been following this tool at all, but if anyone could tell me wether I can edit TLAD/TBoGT ped models with this without any problems, i'd appriciate the effort!

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Awesome! Thanks!

 

EDIT: Can't seem to find the Import WDD button anywhere to even start doing something O_o

Edited by MinnieMan121249
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Does anybody know a good way to place hats? When I import the hats, they're on the middle of the grid rotated 90 degrees. That's how they're supposed to be, but I have no clue how I'm supposed to line it up if I have a head model that's in a slightly different place than the model I am replacing. Are there helpers for it?

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  • 4 weeks later...

hi Tridoomer,

 

may be you can help me as the creator of gims and expert in 3dsmax wink.gif

 

As you can see in my picture, i created a spline for vehicule path (in white) ...

 

user posted image

 

1. why my spline path is white even i select it blue (sorry i never be teached 3ds max i try to know by myself)

2. what are the green node

3. how can i make a traffic in two ways i mean go and back

4. why some of my pathspline point are yellow others why, how do i connect them (i mean with a line)

 

thank you for your help, i passed more than 5 hours tryin every thing, the only way i saw traffic path working is when i copy past from game one pathspline and put all points manually, its too long... but my pathspline is ready and doesnt work...

 

thx for helpin me... icon14.gif

 

 

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hi Tridoomer,

 

may be you can help me as the creator of gims and expert in 3dsmax wink.gif

 

As you can see in my picture, i created a spline for vehicule path (in white) ...

 

user posted image

 

1. why my spline path is white even i select it blue (sorry i never be teached 3ds max i try to know by myself)

2. what are the green node

3. how can i make a traffic in two ways i mean go and back

4. why some of my pathspline point are yellow others why, how do i connect them (i mean with a line)

 

thank you for your help, i passed more than 5 hours tryin every thing, the only way i saw traffic path working is when i copy past from game one pathspline and put all points manually, its too long... but my pathspline is ready and doesnt work...

 

thx for helpin me... icon14.gif

1) AFAIK, it's always white when selected

2) green nodes - some ped points, which even don't make any difference, but they present in IV paths

3) select the spline and use NOD path editor tab in the GIMS window to select Forward/Oncoming lanes count

4) yellow point represents the start of your spline(it appears in the middle of it when the path's cut in that place) - you can select points and use Connect button in the MAX Modify tab

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hi Tridoomer,

 

may be you can help me as the creator of gims and expert in 3dsmax wink.gif

 

As you can see in my picture, i created a spline for vehicule path (in white) ...

 

user posted image

 

1. why my spline path is white even i select it blue (sorry i never be teached 3ds max i try to know by myself)

2. what are the green node

3. how can i make a traffic in two ways i mean go and back

4. why some of my pathspline point are yellow others why, how do i connect them (i mean with a line)

 

thank you for your help, i passed more than 5 hours tryin every thing, the only way i saw traffic path working is when i copy past from game one pathspline and put all points manually, its too long... but my pathspline is ready and doesnt work...

 

thx for helpin me... icon14.gif

1) AFAIK, it's always white when selected

2) green nodes - some ped points, which even don't make any difference, but they present in IV paths

3) select the spline and use NOD path editor tab in the GIMS window to select Forward/Oncoming lanes count

4) yellow point represents the start of your spline(it appears in the middle of it when the path's cut in that place) - you can select points and use Connect button in the MAX Modify tab

 

Thx triDoomer

 

it works, thk you very much man, i had some difficulties but i tried more than one time wink.gif

 

 

 

another question, how i can parked some vehicules, i got a motel and gas station.

 

I saw in IV files ex nj01.img theres an ipl called stream.. how to get this and how i get export this car placement ?

 

Thx icon14.gif

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I assign "Composite Collision"s to my models and export the collision data, what would be causing my models to have missing faces(from COL) in game? I can see my models perfectly but I'll be driving and all of a sudden, I'm in the water cuz I fell through.

 

Also something strange, I sit still in my car and my car gets bouncy like it wants to fall through the ground.

 

I have no clue. I was thinking maybe my models are too large in visual size or the procedural material I'm applying is creating some weird effects. It's a very large model and I have it cut into pieces that seemed logical to me.

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I assign "Composite Collision"s to my models and export the collision data, what would be causing my models to have missing faces(from COL) in game? I can see my models perfectly but I'll be driving and all of a sudden, I'm in the water cuz I fell through.

 

Also something strange, I sit still in my car and my car gets bouncy like it wants to fall through the ground.

 

I have no clue. I was thinking maybe my models are too large in visual size or the procedural material I'm applying is creating some weird effects. It's a very large model and I have it cut into pieces that seemed logical to me.

Make triangles, not polygons.

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I assign "Composite Collision"s to my models and export the collision data, what would be causing my models to have missing faces(from COL) in game?  I can see my models perfectly but I'll be driving and all of a sudden, I'm in the water cuz I fell through.

 

Also something strange, I sit still in my car and my car gets bouncy like it wants to fall through the ground. 

 

I have no clue.  I was thinking maybe my models are too large in visual size or the procedural material I'm applying is creating some weird effects.  It's a very large model and I have it cut into pieces that seemed logical to me.

Make triangles, not polygons.

i have the same problem on my map... but its too late.

 

Tri, can you tell me if i can change the speed of drivers in path editor, i mean they drive like old people, too slow, i want them to drive faster, is there any option in GIMS ?

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There;s a Highway flag

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