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GIMS IV


3Doomer
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Make triangles, not polygons.

I converted my mesh to editable patch then back to editable mesh(that should have converted everything to triangles) and I'm still having the same issue of missing collision data in game. My mesh integrity is sound before I export.

 

I noticed sometimes AFTER exporting OBN/collision, in max, my mesh looks like it has doubled it's polys. It's almost as if every poly has subdivided itself into more polys. Wassupwitdat?

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Make triangles, not polygons.

I converted my mesh to editable patch then back to editable mesh(that should have converted everything to triangles) and I'm still having the same issue of missing collision data in game. My mesh integrity is sound before I export.

 

I noticed sometimes AFTER exporting OBN/collision, in max, my mesh looks like it has doubled it's polys. It's almost as if every poly has subdivided itself into more polys. Wassupwitdat?

Polys're subdivided if they're too big or non - planar. It's OK.

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  • 2 weeks later...

Hi 3Doomer,

 

is there any way to import wtd from the radar.img, i mean i got pictures but how to reorganize it with gims, i mean i want them on the map in order to make radar for route 66 map...

 

its impossible for me to load picture one by one because of these which are black (water part)

 

thx.

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Hi 3Doomer,

 

is there any way to import wtd from the radar.img, i mean i got pictures but how to reorganize it with gims, i mean i want them on the map in order to make radar for route 66 map...

 

its impossible for me to load picture one by one because of these which are black (water part)

 

thx.

WTD = textures. They're editable through OpenIV

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i just tried to make a mod with this tool..

so i convert niko's clothes to johnny's..everything is work well..except the normal map..

i dont know how to explain this..but its look different with the normal map from the original model..

here is the screenshot :

original model:

user posted image

edited by me( import and exported with this tool)

user posted image

i didnt change any material setting..i just fiix the bone and skin modifier then export it..

anyone know how to fix this?is there any way to export the model with proper normal map?or is this the tool's bug..

 

 

 

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  • 3 weeks later...
SasukeUchiha13245

I'm receiving a File Validator error that reads Invalid File "---.odd" It has wrong format or encrypted. I have the latest OpenIV and GIMS.

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i just tried to make a mod with this tool..

so i convert niko's clothes to johnny's..everything is work well..except the normal map..

i dont know how to explain this..but its look different with the normal map from the original model..

here is the screenshot :

original model:

user posted image

edited by me( import and exported with this tool)

user posted image

i didnt change any material setting..i just fiix the bone and skin modifier then export it..

anyone know how to fix this?is there any way to export the model with proper normal map?or is this the tool's bug..

I think I've got some bugs in normal information calculator...but only one question: is the "original" model(with the skinning bug)'s exported from GIMS too?

If so, it isn't GIMS fault...

 

2 SasukeUchiha13245:

Send this .odd please

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I think I've got some bugs in normal information calculator...but only one question: is the "original" model(with the skinning bug)'s exported from GIMS too?

If so, it isn't GIMS fault...

 

 

no..that is original niko's jacket file..without any editing...the skinning bug happen because johnny and niko uses different bones..thats what i tried to fix...but seem the exporter still not perfect yet..

i hope you would update this tool soon...

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How can I export few meshes at once to openFormats? Should i select "Dictionary" option?

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How can I export few meshes at once to openFormats? Should i select "Dictionary" option?

No, it's for ODD.

Proper hierarchy'll allow you to export a lot of models at once - you can import few in same time and see how it should be made.

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I think I've got some bugs in normal information calculator...but only one question: is the "original" model(with the skinning bug)'s exported from GIMS too?

If so, it isn't GIMS fault...

 

 

no..that is original niko's jacket file..without any editing...the skinning bug happen because johnny and niko uses different bones..thats what i tried to fix...but seem the exporter still not perfect yet..

i hope you would update this tool soon...

Well all I can see is the intensity of the bump map.

 

You need to make it 1.0

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I think I've got some bugs in normal information calculator...but only one question: is the "original" model(with the skinning bug)'s exported from GIMS too?

If so, it isn't GIMS fault...

 

 

no..that is original niko's jacket file..without any editing...the skinning bug happen because johnny and niko uses different bones..thats what i tried to fix...but seem the exporter still not perfect yet..

i hope you would update this tool soon...

Well all I can see is the intensity of the bump map.

 

You need to make it 1.0

i already set all setting exacly same as the original model.. but i cant get the same result ingame..for sure here is the file..you can download it..

if anybody can fix it.. tell me please..

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I think I've got some bugs in normal information calculator...but only one question: is the "original" model(with the skinning bug)'s exported from GIMS too?

If so, it isn't GIMS fault...

 

 

no..that is original niko's jacket file..without any editing...the skinning bug happen because johnny and niko uses different bones..thats what i tried to fix...but seem the exporter still not perfect yet..

i hope you would update this tool soon...

Well all I can see is the intensity of the bump map.

 

You need to make it 1.0

i already set all setting exacly same as the original model.. but i cant get the same result ingame..for sure here is the file..you can download it..

if anybody can fix it.. tell me please..

It could also be the shaders.

EFLC has different shaders than IV.

 

Try adjusting the intensity to 2.0

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I think I've got some bugs in normal information calculator...but only one question: is the "original" model(with the skinning bug)'s exported from GIMS too?

If so, it isn't GIMS fault...

 

 

no..that is original niko's jacket file..without any editing...the skinning bug happen because johnny and niko uses different bones..thats what i tried to fix...but seem the exporter still not perfect yet..

i hope you would update this tool soon...

Well all I can see is the intensity of the bump map.

 

You need to make it 1.0

i already set all setting exacly same as the original model.. but i cant get the same result ingame..for sure here is the file..you can download it..

if anybody can fix it.. tell me please..

It could also be the shaders.

EFLC has different shaders than IV.

 

Try adjusting the intensity to 2.0

i thought 1.0 is the maximum setting...

that might fix the intensity problem...but if you notice the comparison the normal map direction is also different..

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I think I've got some bugs in normal information calculator...but only one question: is the "original" model(with the skinning bug)'s exported from GIMS too?

If so, it isn't GIMS fault...

 

 

no..that is original niko's jacket file..without any editing...the skinning bug happen because johnny and niko uses different bones..thats what i tried to fix...but seem the exporter still not perfect yet..

i hope you would update this tool soon...

Well all I can see is the intensity of the bump map.

 

You need to make it 1.0

i already set all setting exacly same as the original model.. but i cant get the same result ingame..for sure here is the file..you can download it..

if anybody can fix it.. tell me please..

It could also be the shaders.

EFLC has different shaders than IV.

 

Try adjusting the intensity to 2.0

i thought 1.0 is the maximum setting...

that might fix the intensity problem...but if you notice the comparison the normal map direction is also different..

Actually there is no limit if you do it manually (not literally).

 

I've gone all the way up to 25.00

 

Just type in 2.0

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^

 

Yeah, just open .odr with notepad and manually type it in. You can go past 1.0 as quechus mentioned.

 

About the normal map direction being different, did you accidentally invert one of the axis for your normal map?

 

 

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^

 

Yeah, just open .odr with notepad and manually type it in. You can go past 1.0 as quechus mentioned.

 

About the normal map direction being different, did you accidentally invert one of the axis for your normal map?

That's not the only way.

You can just type it in GIMS.

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^

 

Yeah, just open .odr with notepad and manually type it in. You can go past 1.0 as quechus mentioned.

 

About the normal map direction being different, did you accidentally invert one of the axis for your normal map?

no. i dont edit any file ..and i dont edit any setting...

i think its the exporter bug..

each time i re exported original model from gta 4..i never get the same result as the original model..maybe you all can try it...

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sorry for the double post..but i found another bug...

user posted image

as you can see..there is a something like dark glow on the collar.. i think the smoothing group didnt exported properly..i see in the second post of this thread this tool can export smoothing group perfectly..how i can do that? is there are something that i miss? i used 3ds max 2012 anyway..

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^

 

When you export ODR, there is a checkbox to split smoothing groups. Keep that checked and it should work.

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^

 

When you export ODR, there is a checkbox to split smoothing groups. Keep that checked and it should work.

..i did that..the result still same...any other idea?

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Also having trouble with smoothing groups.. in this case between 2 different objects there is always a shadow/crease showing unless the bordering polygons of the objects are 100% planar to eachother. (For example all 8 vertices of 2 side by side polygons must be planar) The split smoothing groups checkbox made no difference for me either.

 

Just want to make sure there is no better way to fix this than manually moving a crapload of verts.

Edited by JJagwire
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^

 

When you export ODR, there is a checkbox to split smoothing groups. Keep that checked and it should work.

..i did that..the result still same...any other idea?

There used to be a problem with GIMS smoothing group. In other words, even if you have the box checked, it won't work. 3Doomer claims it works, but you never know...

 

 

What I do is to manually split the smoothing groups before export. Go into your smoothing groups and select each smoothing groups individually and press the "Detach" button for every smoothing groups you have. Then manually press attach back. Do NOT weld the vertices after they are reattached.

 

Now you should have a smoothing groups detached model and it will show in game.

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^

that is a good trick..i need to rig again my model..but i can deal with it..thank you..

 

btw i found another bug that i just realize..

so this is the texture of my character and johhny's texture..

as you can see,,the lightness and darkenss almost same..

user posted image

but what happen in game its like my character is twice lighter than johnny..

user posted image

here is the material setting of my model :

user posted image

anyone know what i did wrong?

 

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You copy-pasted the material settings from the stock model, right? I seem to be encountering that problem too.

76561198000404928.png

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You copy-pasted the material settings from the stock model, right? I seem to be encountering that problem too.

exacly..any suggestion how i should make the setting?

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This happens with all my map models that are newly created from scratch.

 

Apply vertex paint. If you don't, the default exported vertex paint for your model is white. Making the model look very light in game. smile.gif

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This happens with all my map models that are newly created from scratch.

 

Apply vertex paint. If you don't, the default exported vertex paint for your model is white. Making the model look very light in game. smile.gif

Should everything be 50/50 by default then? I had a feeling my stuff was too bright.

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IV doesn't have a very well lighting system. To make up for this, they used vertex color to create Ambient Occlusion, sortof.

 

This is a good tutorial to bake ambient occlusion on models:

http://wiki.polycount.com/AmbientOcclusionVertexColor

 

Look at '3ds Max - Radiosity'

 

EDIT: If you want the quick route, paint your models grey (128\128\128), or just full black with 50% opacity. Vertex Paint can be found in the modifier list.

Why not actual Ambient Occlusion?

user posted image

user posted image

user posted image

user posted image

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