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GIMS IV


3Doomer
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i solved the problem...but i think 128\128\128 is not the right defaut color, it make the model look too dark...so i copied vertex color from the other ped..its like dark pink..but its look good ingame..

 

^

nice actual Ambient Occlusion btw..seem my pc cant run it..

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i solved the problem...but i think 128\128\128 is not the right defaut color, it make the model look too dark...so i copied vertex color from the other ped..its like dark pink..but its look good ingame..

 

^

nice actual Ambient Occlusion btw..seem my pc cant run it..

The Niko head model has those pink blotches AFAIK.

76561198000404928.png

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His version of nvidia inspector is different from the latest version. It doesn't have the compatibility tab...

Anyone knows how to set it, I tried some things but nothing works. And yes, I have a Nvidia GPU.

Search for 1.9.7.1. If you can't find it, I'll post a link.

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His version of nvidia inspector is different from the latest version. It doesn't have the compatibility tab...

Anyone knows how to set it, I tried some things but nothing works. And yes, I have a Nvidia GPU.

It works on v1.9.6.8. Had to turn it off as it is way too system intensive on my end.

 

As for vertex colour baking, that's the problem with RAGE (and even with most engines, by extension. There are solutions like realtime radiosity and stuff like that, but most devs still have to depend on tricks like SSAO or baked lighting). Ambient lighting is poorly defined in IV, more so with the lack of SAAO. Also, I think this is the reason why building models in TCs like SA:IV look a little flat in shadowed areas.

76561198000404928.png

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I don't know why at first I thought it was my rigs but after 2 years experience no matter if I rig the head or not and just make it emotionless this happens on certain cut scenes not all of them some.

 

user posted image

 

And this is a image of it working

 

user posted image

 

 

 

 

Videos Showcasing the artifacts issue.

 

Glitch

 

http://www.twitch.tv/wapeddell/c/2659815

 

 

 

No Glitch

http://www.twitch.tv/wapeddell/c/2659836

Edited by wapeddell
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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.

Hey Blaster, Nice tutorial.

 

I always liked the idea of baking rather than manual painting.

 

About the part of the tutorial where it says to place skylight anywhere, I am allowed to place it wherever I want I suppose and that there is no rule for that in IV right? I figure this is only to simulate the type of lighting that I want.

 

...But I am creating vertex colors for exterior buildings. I want to use the baking method in your posted tutorial. But since exterior is subjected to dynamically moving lights (the sun) i do not know where to place the skylight needed for the simulation mentioned in the tutorial.

Edited by Limiter
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EncryptedReality

 

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.

Hey Blaster, Nice tutorial.

 

I always liked the idea of baking rather than manual painting.

 

About the part of the tutorial where it says to place skylight anywhere, I am allowed to place it wherever I want I suppose and that there is no rule for that in IV right? I figure this is only to simulate the type of lighting that I want.

 

...But I am creating vertex colors for exterior buildings. I want to use the baking method in your posted tutorial. But since exterior is subjected to dynamically moving lights (the sun) i do not know where to place the skylight needed for the simulation mentioned in the tutorial.

You don't place skylight on IV. You just use it to bake the lighting information from it on the model(to assign vertex paint and illum)

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That is not what I am talking about.

 

I was talking about since the sun moves in IV. Where do I place my skylight or light source in max to bake out ambient occlussion that fits all timing in game.

 

For eg. if i place light source on top of model to bake out ambient occlussiom, it simulates noon time. (right on top) But the bient occlusion might not look right during morning and evening because the light source in game does not match what i simulated in 3ds max with skylight right on top of model.

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EncryptedReality
That is not what I am talking about.

 

I was talking about since the sun moves in IV. Where do I place my skylight or light source in max to bake out ambient occlussion that fits all timing in game.

 

For eg. if i place light source on top of model to bake out ambient occlussiom, it simulates noon time. (right on top) But the bient occlusion might not look right during morning and evening because the light source in game does not match what i simulated in 3ds max with skylight right on top of model.

Placing it anywhere works, i think.

 

Just don't place it too far away from your object

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I need your help.. How can i fix this?

I wanted to convert a hoody from a pedestrain to niko. So i exported the ped and imported it to 3DS Max. After i deleted all the bones and useless stuff, I imported nikos t-shirt to 3DS Max and attached

the hoody to the t-shirt. Deleted all the T-Shirt Elemets so i only have the hoody with the bones. Extracted it and replaced it in the playerped.rpf. Now the problem: If i try to wear these clothes. My Game crashes.

I don't know why. It worked fine for GTA SA.

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I need your help.. How can i fix this?

I wanted to convert a hoody from a pedestrain to niko. So i exported the ped and imported it to 3DS Max. After i deleted all the bones and useless stuff, I imported nikos t-shirt to 3DS Max and attached

the hoody to the t-shirt. Deleted all the T-Shirt Elemets so i only have the hoody with the bones. Extracted it and replaced it in the playerped.rpf. Now the problem: If i try to wear these clothes. My Game crashes.

I don't know why. It worked fine for GTA SA.

You don't use element mode.

You use Vertex Mode

 

You also have to edit the texture to have the same name as the tshirt you are replacing.

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I need your help.. How can i fix this?

I wanted to convert a hoody from a pedestrain to niko. So i exported the ped and imported it to 3DS Max. After i deleted all the bones and useless stuff, I imported nikos t-shirt to 3DS Max and attached

the hoody to the t-shirt. Deleted all the T-Shirt Elemets so i only have the hoody with the bones. Extracted it and replaced it in the playerped.rpf. Now the problem: If i try to wear these clothes. My Game crashes.

I don't know why. It worked fine for GTA SA.

You don't use element mode.

You use Vertex Mode

 

You also have to edit the texture to have the same name as the tshirt you are replacing.

Okay thanks smile.gif So you think the main problem is just the texture? Should i just drag the right named "DDS" File into 3DS Max. Or do i have to use the Material Editor?

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You also have to edit the texture to have the same name as the tshirt you are replacing.

And the same resolution, I guess...

May be, it'll be right to test your model with original WTD at first.

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Oh my god! Thank you so much for your support! Now it's really easy for me to convert things on the RAGE Engine biggrin.gif I nearly thought i'm going to stuck on the GTA SA modding scene for ever biggrin.gif

 

If you like to see the results, here^^:

 

user posted image

 

 

 

Edited by countergame
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Oh my god! Thank you so much for your support! Now it's really easy for me to convert things on the RAGE Engine biggrin.gif I nearly thought i'm going to stuck on the GTA SA modding scene for ever biggrin.gif

 

If you like to see the results, here^^:

 

user posted image

actually you can copy-paste the skin envelope setting from the original ped by using save and load buttun to get a good rigging result... i did that to this mod...

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Oh my god! Thank you so much for your support! Now it's really easy for me to convert things on the RAGE Engine biggrin.gif I nearly thought i'm going to stuck on the GTA SA modding scene for ever biggrin.gif

 

If you like to see the results, here^^:

 

user posted image

actually you can copy-paste the skin envelope setting from the original ped by using save and load buttun to get a good rigging result... i did that to this mod...

Can you elaborate on copying vertex weights for rigging?

76561198000404928.png

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Can you elaborate on copying vertex weights for rigging?

in the skin modifier there are save and load button...just save the vertex weights of the original ped clothes..then load it after "attach and delete"...so technically we only replace the bones..

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Quick question, and I'm sure its been mentioned before, I just don't want to go through a bunch of pages to find the answer.

 

Do you have any plans to add .OFT import and export?

 

I need it for my Graphics Fix mod for the TBOGT cars. With out it, I'm stuck with the crappy Zmodeler models that have the normal's missing from the wheels. It would be really appreciated.

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Quick question, and I'm sure its been mentioned before, I just don't want to go through a bunch of pages to find the answer.

 

Do you have any plans to add .OFT import and export?

 

I need it for my Graphics Fix mod for the TBOGT cars. With out it, I'm stuck with the crappy Zmodeler models that have the normal's missing from the wheels. It would be really appreciated.

Yeah, but we'll have to wait until 3Doomer manages to have some free time for him to continue with the project.

76561198000404928.png

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Do you have any plans to add .OFT import and export?

It will be in GIMS Evo IV, here is will no new version of just GIMS IV.

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Quick question, and I'm sure its been mentioned before, I just don't want to go through a bunch of pages to find the answer.

 

Do you have any plans to add .OFT import and export?

 

I need it for my Graphics Fix mod for the TBOGT cars. With out it, I'm stuck with the crappy Zmodeler models that have the normal's missing from the wheels. It would be really appreciated.

Yeah, but we'll have to wait until 3Doomer manages to have some free time for him to continue with the project.

It's the holidays...well should be at least. I would set my hopes for Alexander Blade higher than 3Doomer.

Yeah, I'm waiting for Alex to do his handywork, too.

76561198000404928.png

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Do you have any plans to add .OFT import and export?

It will be in GIMS Evo IV, here is will no new version of just GIMS IV.

Well I look foreword to it.

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Can you elaborate on copying vertex weights for rigging?

in the skin modifier there are save and load button...just save the vertex weights of the original ped clothes..then load it after "attach and delete"...so technically we only replace the bones..

Lol i tried that, and it just messed up the whole bones ingame.. biggrin.gif

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Can you elaborate on copying vertex weights for rigging?

in the skin modifier there are save and load button...just save the vertex weights of the original ped clothes..then load it after "attach and delete"...so technically we only replace the bones..

Lol i tried that, and it just messed up the whole bones ingame.. biggrin.gif

Bones are named differently on peds than on players.

remember that.

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  • 2 weeks later...

Does anyone know how to keep tilling ( uv coordinates ) of textures? GIMS IV does not convert it anymore and can't make the tilling options either, it says: These values won't be stored in the model!?

Why it is there an option for that than? biggrin.gif Please respond quick as you can, i can't wait to test this sh*t out cookie.gif

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  • 2 weeks later...

Now here is something I've been thinking about for building windows, and making them look more "3D". What I mean is a way to fake looking into a room through a window, with out actually having to model a interior. There are two methods I've seen used.

 

Saints Row The Third/Saints Row IV: Some shop windows have a texture which scrolls, and stretches depending on the angle your looking at. This tends to look a little better further away. This way you can be looking at the wall in the room you would see from that angle if it were actually in 3D, rather then the whole room.

 

Watch Dogs: Stretched and skewed texture on building windows to look like a ceiling with florescent lights. This also adds depth when looking into the window.

 

If there is a way to apply this feature, the texture would have to be separate from the window it self. The florescent lights trick thats in Watch Dogs could be applied to the Night lights. So what I'm asking, is there a way to apply this on GTA IV? It could add a lot of depth to the buildings, especially at night with out modeling interiors for everything.

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