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Alexander Blade

[3DSMAX|REL] OpenIV openFormats I/O

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tutu

i have many probleme when i trying to export navmesh , i have tested to a plane 5999,99 x 5999,99 and 30x30 poly , apply material , and when exporting :

 

bounds: 0 portals: 0
attaching meshes
total verts: 964
slicing mesh using grid
total verts after grid division: 8104
welding verts
total verts after weld: 3721
navmesh.faces.count: 3600
separating polys by sectors
reading mats
processing sectors
EXPORT ERROR !
unknow error , filestream cannot create , unmatched poly ...ect
can you fix/optimise your navmesh script please ?

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Alexander Blade

Can you be more concrete starting with your 3dsmax version and with providing screenshots of the errors among with the *.max scene file where the bug can be reproduced , because the script doesn't need to be optimized or fixed , it's been proven with a lot of mods that it works right .

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MIXAZZZ

tutu, everything is working, I created a scene with such parameters as you export them and without errors.

All of your problems:
1) Take a normal geometry
2) Use the normal 3dsmax, but not all 2015 ... they are raw and bug.
Your race for newer versions of 3dsmax nothing more than a disease of the pros do not have any, and 3dsmax 8 would be enough for all your demand in the GTA modding.

 

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indraCG

Hi , upload somewhere your *.max scene please :)

here you go : xxxxxxxxxxxxxxxxxxxxxxxxxxx

please tell me or post here when you figure out what is the problem..

thank you

Edited by indra p

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indraCG

thanks for the respond..i will try it..

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tutu

I try to understand how the nav mesh works, but I have all the time an error :/

 

simply mesh , impossible to export : EXCEPTION: fileStream cannot create : c:\Uers...........\sectors2x2_0_0.onv
i have max 2012 / all drivers update / your last OF I/O
what is the maximum triangle in one navmesh ?
Edited by tutu

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indraCG

now i can export it..but there is another bug..see this:

http://i.imgur.com/YOENKxv.jpg

 

is seem like some vertices moved to the center of the model..
this not happen when i export it with gims..so am sure the problem is not my model... any solution?

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Alexander Blade

This happens because of vertex weights being not optimized , I don't know what gims does in addition . The thing is that gta iv scinned vertex format can use only 4 bone bindings , ofio sorts vertex weights in a weight descending order and cuts the weights array to the size of 4 , so if you have more than 4 bone-bindings for that vert the result could be similar , mostly it's okay but for this model it's not .

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tutu

no problem for export CR's navmesh and my scene , what is the maximum triangle/poly in one navmesh ? and is not possible to import multiple ovn ? thanks for reply ;)

new error : vertex overlap , nothing vertex is after limits .

scene : https://mega.co.nz/#!0EdzEbBS!bK5IJ1aiQ-kqQc4lTG49siljSq8VI3H3Rv0gYijTUqQ

Edited by tutu

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MIXAZZZ

I can not open your scene, my 3dsmax 12 breaks up with an error due to insufficient memory.

Check your scene:
1) Use weld 0.1
2) Check your geometry similar to the cases which may result in overlaps

s3re.png
506a.png

3) If you use the geometry of 'models' for NavMesh of GTA SA / VC or the other, then you should know that they are wrong! They need to be optimized.

First geometry should not overlap.
Secondly there should be no bends and polygons normal looking down.
Thirdly, there should be some space between any two verts, use weld
See the error Exporting LOG or MaxScript Listener (f11) to see the coordinates of the vertex of the problem and lead to the proper geometry of the mind.
Edited by MIXAZZZ

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Alexander Blade

Please learn how to create optimized navmeshes looking into the CR one , this can't be done via geometry copypaste , it must be done from scratch , also see the notes in the chm .

 

guiornj.png

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nkjellman

gou62YW.png

ped path working in more 512 high unit inlove.gif,i did not know that was possible cryani.gif

so , if you made your own nods script , gostown will finally have the traffic in the city from the top , please make this , and thanks for amazing script cookie.gif!

WTF. The city crashes for me on IV. It does not crash on EFLC though.

 

Edit: Do you guys think you could explain the mapping system and how it compares to IV? Also have you found any limits such as map bounds, and object id limits?

Edited by nkjellman

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MIXAZZZ

Maybe you bumped into a limit on .WBD game files, reduce them, and everything will work. Limit for GTA IV 1.0.7.0 340 .WBD files on the entire game.

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nkjellman

Maybe you bumped into a limit on .WBD game files, reduce them, and everything will work. Limit for GTA IV 1.0.7.0 340 .WBD files on the entire game.

Is this limit any different for EFLC? Or does a different hard coded value load for the DLC (like the hard coded value for the aircraft height limit in IV and TLAD vs TBOGT).

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lpgunit

Any news on .WFT import/export? It's been a long while since 3Doomer released GIMS Evo with limited support for vehicle/destructible models, and yet there doesn't seem to be much progress on that format.

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Alexander Blade

Any news on .WFT import/export? It's been a long while since 3Doomer released GIMS Evo with limited support for vehicle/destructible models, and yet there doesn't seem to be much progress on that format.

Sorry , no news for now , I'm in luv wid V since September :)

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lpgunit

 

Any news on .WFT import/export? It's been a long while since 3Doomer released GIMS Evo with limited support for vehicle/destructible models, and yet there doesn't seem to be much progress on that format.

Sorry , no news for now , I'm in luv wid V since September :)

 

You sure are quite preoccupied with it lol.

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quechus13

 

Any news on .WFT import/export? It's been a long while since 3Doomer released GIMS Evo with limited support for vehicle/destructible models, and yet there doesn't seem to be much progress on that format.

Sorry , no news for now , I'm in luv wid V since September :)

 

Could you tell me why when I export my animation the animation is broken?

 

A simple movement is changed to another one in 2-3 frames then comes back to the normal animation I created.

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Alexander Blade

A simple movement is changed to another one in 2-3 frames then comes back to the normal animation I created.

 

I assume this is bone animation you are talking about , it's usually caused by rotating wrong bone while making an anim . If you think that this is not why the animation is buggy then share you scene here (hopefully it's 3dsmax8 or 2012) and we will try to figure out the reason .

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quechus13

 

A simple movement is changed to another one in 2-3 frames then comes back to the normal animation I created.

 

I assume this is bone animation you are talking about , it's usually caused by rotating wrong bone while making an anim . If you think that this is not why the animation is buggy then share you scene here (hopefully it's 3dsmax8 or 2012) and we will try to figure out the reason .

 

What do you mean with rotating wrong bone?

 

How am I supposed to rotate a bone properly?

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Alexander Blade

I mean sudden bone rotation , you can try applying your anim to any ped in order to check how it will look with skinned model , probably it will reveal a bug .

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Rented

Just can't wait for .oft support!

Hope that it's coming soon...

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Josnz

Hi. First say that i'm not a expert. I want view/import/export PEDs/PlayerModels + Animations, i don't know 100% if it is possible, in the video (

) this guy import a torret model+animation, but in PEDs/Playermodels is possible?

 

If is possible, I have 2 bigs problems with this script, i need help because i'm searching for some forums and i dont find nothing.

 

1 - I can't import any .odr (I tested like 4 o 5 diferent playermodels and nothing...), Screen;

 

ldpXs4P.png

 

 

2 - I can Import the playermodels with GIMs, but i try add the animations and this happens, Screen;

 

D9zoN7M.png

 

 

Which is the root object/bone for Playermodel?, i think that i need select it (like in the video) but i try with all bones 1 for 1 and nothing...

 

 

Thanks i hope that you can help me :lol:

 

PD: All tested with 3DSMax 8 and 2012

Edited by Josnz

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Alexander Blade

GIMS is not compatible with OFIO and vice versa , please give me the name of odr that you can't import

Edited by Alexander Blade

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Josnz

GIMS is not compatible with OFIO and vice versa , please give me the name of odr that you can't import

 

 

Thanks you for answering.

 

Well, I've tried with several custom playermodels and nothing, for example this

 

I export with OpenIV .odr's of the model, and after i try import with OFIO and the problem appears with with any .odr of the model, in the screen you can see that i try import feet_...

 

 

 

 

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quechus13

 

GIMS is not compatible with OFIO and vice versa , please give me the name of odr that you can't import

 

 

Thanks you for answering.

 

Well, I've tried with several custom playermodels and nothing, for example this

 

I export with OpenIV .odr's of the model, and after i try import with OFIO and the problem appears with with any .odr of the model, in the screen you can see that i try import feet_...

 

 

 

 

This program doesn't work with any exported GIMS models that I know of.

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Alexander Blade

updated in order to support new mesh format

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indraCG

i just tried it...its work but normal map still buggy...even worst than before the update...

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