GooD-NTS Posted July 17, 2016 Share Posted July 17, 2016 @@mukay You are trying import GTA V models, currently this script supports only GTA IV. Link to comment Share on other sites More sharing options...
MayhemGamingYT Posted August 29, 2016 Share Posted August 29, 2016 i get this error when trying to export obd EXCEPTION: NAME ERROR obd file descriptor has no valid name or descriptor is not selected Link to comment Share on other sites More sharing options...
Aebian Posted April 2, 2017 Share Posted April 2, 2017 Hey @Alexander Blade , your dropbox link seems to be offline. Do you have it somewhere else? Link to comment Share on other sites More sharing options...
realarmy Posted April 12, 2017 Share Posted April 12, 2017 Seems like OFIO needs a reupload. Link leads to 404 Link to comment Share on other sites More sharing options...
Hover_Mode Posted April 27, 2017 Share Posted April 27, 2017 Yea can someone please reup this realarmy 1 Link to comment Share on other sites More sharing options...
EncryptedReality Posted May 3, 2017 Share Posted May 3, 2017 Here you go http://bit.ly/2qGyUj4 Igor Bogdanoff and Hover_Mode 2 Link to comment Share on other sites More sharing options...
realarmy Posted May 4, 2017 Share Posted May 4, 2017 Here you go http://bit.ly/2qGyUj4 Gratias tibi! Link to comment Share on other sites More sharing options...
P2FX Posted May 14, 2018 Share Posted May 14, 2018 A quick question: I want to swap the taillights and brakelights on the Landstalker, I imported the oft into 3ds max and changed the names of the parts but when I put it back into the game the lights didn't change only the corona changed. What else do I have to do? Link to comment Share on other sites More sharing options...
jaqub Posted June 29, 2018 Share Posted June 29, 2018 Anyone still sneaking on this topic and can explain me how do I create and export navmeshes (.onv)? Link to comment Share on other sites More sharing options...
Poulain Posted July 1, 2018 Share Posted July 1, 2018 hello voila I would like to import an animation of a cutscene on 3ds max but I can not animate my character I need help. pls Link to comment Share on other sites More sharing options...
jaqub Posted July 7, 2018 Share Posted July 7, 2018 On 7/1/2018 at 2:15 AM, Poulain said: hello voila I would like to import an animation of a cutscene on 3ds max but I can not animate my character I need help. pls Join this Discord server, I got all answers you need... https://discord.gg/M32VfH2 Link to comment Share on other sites More sharing options...
ToKed Posted October 23, 2018 Share Posted October 23, 2018 Hi! I would like to open some .odr files in Ver 165 32. I’m using the OFIO plug in MAX 2016 but i’m getting this error message: Exception : not supporter odr, version 110 12 is supported only. Where can I find a version OFIO that could open more recent .odr files ? Thanks in advance ! Link to comment Share on other sites More sharing options...
Uzzi47 Posted October 27, 2018 Share Posted October 27, 2018 On 10/23/2018 at 3:39 PM, ToKed said: Hi! I would like to open some .odr files in Ver 165 32. I’m using the OFIO plug in MAX 2016 but i’m getting this error message: Exception : not supporter odr, version 110 12 is supported only. Where can I find a version OFIO that could open more recent .odr files ? Thanks in advance ! I'm having this problem too! Still looking for something... Link to comment Share on other sites More sharing options...
B Dawg Posted December 21, 2020 Share Posted December 21, 2020 Download link is dead so here's a new one: https://drive.google.com/file/d/1Vdfds8lL50phz4m531SBGhhtcVHvVUlI/view?usp=sharing BrynnaDaRosa, skyfamster and MARK2580 3 Link to comment Share on other sites More sharing options...
MIXAZZZ Posted March 11, 2021 Share Posted March 11, 2021 (edited) Added new "shadow update" for this project. https://drive.google.com/file/d/1iG4qSjsWyJu3_OVx5fRzMALnhV8rXrSH/view?usp=sharing In recent weeks, I have shown an active interest in creating my maps in GTAV and added support for exporting models (static) and collisions (static) to the project, as well as export YTYP / YMAP files for subsequent import into OpenIV. Changes: - added export of typical static .YDR models (building, roads, terrain, etc.) Important! Materials for GTAV are still used by IV_Drawable, BUT, only the default, decal, alpha, cutout, emissive, spec, normal_spec shaders are supported. When using other shaders in the material after exporting the model, an error will occur when trying to import it into OpenIV. - added export of static collisions of type .YBN, materials are used as before by IV_Collision - Added export of .YTYP.xml files and editor of model parameters for it. - Added export of .YMAP.xml files, as well as automatic binding of LOD levels of models and division into "streaming zones" by analogy with GTA IV. Important! Absolutely your entire map must be in the scene for export, including HD, LOD, SLOD1 objects. These objects must be in the same coordinates and have the following names. MyModel (HD) L_MyModel (LOD) SL_MyModel (SLOD1) - Export of Navmesh format GTA V (150x150) in the range from -3000 -3000 to 3000 3000, which can then be placed by offset to the position you need using the CodeWalker converter (it is important that your navmeshs do not overlap with the original ones) Important! To export resources to the GTAV form, you must select the "GTA V Support" checkbox Also included in this OFIO package are my various additional scripts for working with GTA maps Video Tutorial My test card created with OFIO and OpenIV only Edited March 11, 2021 by MIXAZZZ Igor Bogdanoff, dekurwinator, Shagg_E and 2 others 5 CPU: i7 4790\ MEM: 32GB ram \ GPU: NVIDIA GeForce RTX 2060 SUPER 8GB Vram \ OS: Win7 x64 Link to comment Share on other sites More sharing options...
MIXAZZZ Posted March 23, 2021 Share Posted March 23, 2021 (edited) Hi everyone! It took me about three weeks to complete the tools to add my map to GTA V Single Player. During this time, I added: - support for exporting models in YDD format (for the minimap radar in my case) - updated NAVMESH export from OFIO, added support for navmesh segment size 150x150, with which, using VONV from CodeWalker, we set the offset of our map and get working paths of pedestrians. - support for exporting auto paths to .XML format for further import into CodeWalker 3.0 RPF Explorer, and getting working auto paths on your map. Edited March 23, 2021 by MIXAZZZ gold_fish and dekurwinator 2 CPU: i7 4790\ MEM: 32GB ram \ GPU: NVIDIA GeForce RTX 2060 SUPER 8GB Vram \ OS: Win7 x64 Link to comment Share on other sites More sharing options...
MARK2580 Posted June 15, 2021 Share Posted June 15, 2021 On 3/23/2021 at 9:56 PM, MIXAZZZ said: Hi everyone! It took me about three weeks to complete the tools to add my map to GTA V Single Player. During this time, I added: - support for exporting models in YDD format (for the minimap radar in my case) - updated NAVMESH export from OFIO, added support for navmesh segment size 150x150, with which, using VONV from CodeWalker, we set the offset of our map and get working paths of pedestrians. - support for exporting auto paths to .XML format for further import into CodeWalker 3.0 RPF Explorer, and getting working auto paths on your map. А будешь пилить полноценную поддержку odr/otd и прочей хрени с gta v ? Хочется забыть лагучий GIMS как страшный сон. А лучше вообще что-то написать для импорта xml из CodeWalker чтобы больше не возиться с дурацким OpenFormat. Link to comment Share on other sites More sharing options...
lpgunit Posted June 22, 2021 Share Posted June 22, 2021 Do you plan on adding support for GTA V fragments e.g. skeletons and vehicles? It's a bit of a bummer that ZModeler 3's the only tool for those things. BrynnaDaRosa 1 Link to comment Share on other sites More sharing options...
MARK2580 Posted July 1, 2021 Share Posted July 1, 2021 On 6/22/2021 at 3:46 AM, lpgunit said: Do you plan on adding support for GTA V fragments e.g. skeletons and vehicles? It's a bit of a bummer that ZModeler 3's the only tool for those things. First, you need OpenIV to be able to export OpenFormat for yft, and then ask about this. Link to comment Share on other sites More sharing options...
lpgunit Posted July 3, 2021 Share Posted July 3, 2021 On 7/1/2021 at 4:39 PM, MARK2580 said: First, you need OpenIV to be able to export OpenFormat for yft, and then ask about this. Hmm yeah, fair enough. Link to comment Share on other sites More sharing options...
SametSayar Posted April 17, 2022 Share Posted April 17, 2022 (edited) Hi ı have a problem with cutscene player head animation.I can set all animation on characters but when ı set player head aniamtions on characters it's saying this:unsupported onim block type 21 please help me. it's on GTA 4 Animation Edited April 17, 2022 by SametSayar Link to comment Share on other sites More sharing options...
galstyandavid98 Posted December 8, 2022 Share Posted December 8, 2022 Hi, I am trying to import gta4 player anims(custom anims from spiderman mod) to 3ds Max but when the size is bigger (~2mb and more) I get "EXCEPTION: channel end expected". Can someone help me with this? Link to comment Share on other sites More sharing options...
MIXAZZZ Posted January 23 Share Posted January 23 Hi everybody. I publish new updates for IFIO with support for GTA V formats. After some time, I returned to modding and improved some points in the scripts, + added additional ones. - added conversion of material types of collisions IV -> V - fixed map export .ymap - added procedural grass export (GrassInstanceList section in ymap) - added a collection of useful scripts for studying gta structures, developing mods and speeding up some actions in the process of creating mods. Download Update OFIO and Modding Script Pack v 23.01.2023 or Download my MegaModdingScriptPack (ofio included) -------------- My last test in the game. dekurwinator 1 CPU: i7 4790\ MEM: 32GB ram \ GPU: NVIDIA GeForce RTX 2060 SUPER 8GB Vram \ OS: Win7 x64 Link to comment Share on other sites More sharing options...
MIXAZZZ Posted January 23 Share Posted January 23 (edited) Instructions for arranging and exporting GTA V procedural grass. 1. Import one or more procedural grass models into 3dsmax from the game (\x64i.rpf\levels\gta5\props\procedural\v_proc1.rpf) 2. Use the Deniska script. Select your terrain model to scatter the grass over (it must have absolute coordinates in the game), specify it as 'distribution object', set the scatter mesh parameters. Then press 'DO IT' At the end of scattering in the 'PLACER' rollout, disable the 'use baunding box' checkbox and press 'GO' 3. Enter a filename in my script, select your generated grass models and click on the 'Export Data' button if you have one type of grass model, if there are several, click on 'Export Data Mass' 4. Import the resulting xml file into the archive with the content of your mod using OpenIV or CodeWalker RPF Viewer 5. Register your grass files in manifest in the archive with your content, example: Quote <imapDependencies_2> <Item> <imapName>grass</imapName> <manifestFlags/> <itypDepArray> <Item>v_proc1</Item> </itypDepArray> </Item> </imapDependencies_2> Scene Samplers Download Edited January 23 by MIXAZZZ Shagg_E 1 CPU: i7 4790\ MEM: 32GB ram \ GPU: NVIDIA GeForce RTX 2060 SUPER 8GB Vram \ OS: Win7 x64 Link to comment Share on other sites More sharing options...
MIXAZZZ Posted January 23 Share Posted January 23 (edited) 31 minutes ago, MIXAZZZ said: Hi everybody. I publish new updates for IFIO with support for GTA V formats. After some time, I returned to modding and improved some points in the scripts, + added additional ones. - added conversion of material types of collisions IV -> V - fixed map export .ymap - added procedural grass export (GrassInstanceList section in ymap) - added a collection of useful scripts for studying gta structures, developing mods and speeding up some actions in the process of creating mods. Download Update OFIO and Modding Script Pack v 23.01.2023 or Download my MegaModdingScriptPack (ofio included) .... For those who want to learn maxscript and improve modding, or improve ofio, I advise you to look into the catalog 'MaxScript\gtaModdingUtils\CustomScripts' Additional utilities, including those for GTA V, are located in the 'MaxScript\gtaModdingUtils' directory Attention! If you want to create maps for GTA V and use my export scripts, you will have to follow the rules of the scripting system. All models must be placed in the scene for export, without a proxy in the form of a dummy, otherwise the calculation of the Bounding Box will be incorrect. The very sequence of LOD levels for each model is as follows. name_model (high quality [LODTYPES_DEPTH_HD]) L_name_model(LOD[LODTYPES_DEPTH_LOD]) SL_name_model (superLOD 1[LODTYPES_DEPTH_SLOD1]) I will try to record a video tutorial on exporting a map from 3dsmax soon. If you have any questions about the script, please contact me. Edited January 23 by MIXAZZZ Shagg_E 1 CPU: i7 4790\ MEM: 32GB ram \ GPU: NVIDIA GeForce RTX 2060 SUPER 8GB Vram \ OS: Win7 x64 Link to comment Share on other sites More sharing options...
Jooooabiiii Posted February 3 Share Posted February 3 Pls update Scripthook pls @Alexander Blade Pls update bro sorry that i write it there but i am wating Days and theres no way to dm you Link to comment Share on other sites More sharing options...
MIXAZZZ Posted February 9 Share Posted February 9 Shagg_E and kirill_mapper 2 CPU: i7 4790\ MEM: 32GB ram \ GPU: NVIDIA GeForce RTX 2060 SUPER 8GB Vram \ OS: Win7 x64 Link to comment Share on other sites More sharing options...
Shvab Posted February 27 Share Posted February 27 On 2/9/2023 at 1:54 PM, MIXAZZZ said: озвучка топ Link to comment Share on other sites More sharing options...