Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. Los Santos Tuners
      2. Updates
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Blood Money
      2. Frontier Pursuits
      3. Find Lobbies & Outlaws
      4. Help & Support
    3. Crews

    1. GTA San Andreas

      1. Classic GTA SA
      2. Guides & Strategies
      3. Help & Support
    2. GTA Vice City

      1. Classic GTA VC
      2. Guides & Strategies
      3. Help & Support
    3. GTA III

      1. Classic GTA III
      2. Guides & Strategies
      3. Help & Support
    4. Bugs*

    1. Grand Theft Auto Series

      1. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    6. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

      1. GTANet 20th Anniversary
    2. Support

    3. Suggestions

[3DSMAX|REL] OpenIV openFormats I/O


Alexander Blade
 Share

Recommended Posts

Alexander Blade

lights will maintain their position , but still you should check it to be sure , i can add this to the todo

Link to comment
Share on other sites

 

How to import GTAIV/EfLC animations to 3Ds Max

 

 

Link to comment
Share on other sites

cool surprise happy.gif , but now i'm going to swim a bit at the river . i'll do some reading later cool.gif

Link to comment
Share on other sites

lights will maintain their position , but still you should check it to be sure , i can add this to the todo

So I take it that I don't need to manually move my model to the 0, 0, 0 coordinate and that OIFO does it like GIMS. Cool smile.gif

 

 

Thanks again. icon14.gif

Link to comment
Share on other sites

Why does this happen when I try to import one of my custom models such as superman odd user posted image also I would like to confirm that one custom model does work but my newest mods doesn't any ideas.

Edited by wapeddell
Link to comment
Share on other sites

Alexander Blade

wapeddell

gims bug , skinned attribute does not present in the mesh , import and export it to the openFormats and then OFIO should normally read it

 

H1Vltg3

Saw your mod before and it's aw-aw-awesome biggrin.gif Keep it up !

Link to comment
Share on other sites

wapeddell

gims bug , skinned attribute does not present in the mesh , import and export it to the openFormats and then OFIO should normally read it

 

H1Vltg3

Saw your mod before and it's aw-aw-awesome biggrin.gif Keep it up !

That is what I did for some reason after exporting it from openformat it still gives me that error.

Link to comment
Share on other sites

Alexander Blade
wapeddell

gims bug , skinned attribute does not present in the mesh , import and export it to the openFormats and then OFIO should normally read it

 

H1Vltg3

Saw your mod before and it's aw-aw-awesome biggrin.gif Keep it up !

That is what I did for some reason after exporting it from openformat it still gives me that error.

upload ur model somewhere

Link to comment
Share on other sites

wapeddell

gims bug , skinned attribute does not present in the mesh , import and export it to the openFormats and then OFIO should normally read it

 

H1Vltg3

Saw your mod before and it's aw-aw-awesome biggrin.gif Keep it up !

That is what I did for some reason after exporting it from openformat it still gives me that error.

upload ur model somewhere

I'm going to step here lol sorry.

I think it might be because it is a GIMS exported odd.

But the problem is that he tried my Ghost Rider odd and it worked which I exported with GIMS.

Link to comment
Share on other sites

 

wapeddell

gims bug , skinned attribute does not present in the mesh , import and export it to the openFormats and then OFIO should normally read it

 

H1Vltg3

Saw your mod before and it's aw-aw-awesome biggrin.gif Keep it up !

That is what I did for some reason after exporting it from openformat it still gives me that error.

upload ur model somewhere

Hmm seems like it's working lol I don't know maybe the file wasn't getting over written I just made a new folder and extracted the open format there and it works thanks.

Edited by wapeddell
Link to comment
Share on other sites

One of my animations is glitching out it works fine in 3d max but when I export the skeleton it seem to do some extra stuff that I didn't add in the animation.

Link to comment
Share on other sites

Here is a video show casing those glitches in my animation

his legs and arms and hands seem to randomly jerk out of place.
Link to comment
Share on other sites

печальбеда, try to solve your own problems, nothing to do with the scripts, pay attention to the details of your animation, you might have done something wrong. Check keyframes and bone index.

Link to comment
Share on other sites

печальбеда, try to solve your own problems, nothing to do with the scripts, pay attention to the details of your animation, you might have done something wrong. Check keyframes and bone index.

Well if that was the case I wouldn't be here posting as I already checked all 160 key frames and played it in slow motion in 3d max the issues doesn't occur in 3d max only in game and open iv after exporting. So before I start ranting please take your trolling else where if you don't have anything to say to contribute to a solution don't bother saying anything at all.

Link to comment
Share on other sites

печальбеда, try to solve your own problems, nothing to do with the scripts, pay attention to the details of your animation, you might have done something wrong. Check keyframes and bone index.

So here you go mister smarty pants

Link to comment
Share on other sites

it seems that finally someone decided to release a noob friendly tutorial , that chm is GREAT . i have a question is there a map helper somewhere , a kind of the one GIMS had . cause when you make maps it's very useful

Link to comment
Share on other sites

Alexander Blade

no map helper , oldschool hardcore modelling tounge.gif

p.s. : you can copy one from gims

Link to comment
Share on other sites

i've imported a model and it works perfectly . once in 3 DS Max i lower it's Z , but when i export the object again the Z is the same . somebody can tell me what i'm doing wrong ?

Link to comment
Share on other sites

Alexander Blade

for anims

changing model position/rotation works the way it should in the game only for peds , so if you need to move model then move root bone instead

 

for models

moving means nothing , u need to move model center , not the model itself

Edited by Alexander Blade
Link to comment
Share on other sites

i've imported a model and it works perfectly . once in 3 DS Max i lower it's Z , but when i export the object again the Z is the same . somebody can tell me what i'm doing wrong ?

Do you mean you want the object to be lower on the map? If so, just changing the model's Z won't work, you have to change the wpl.

 

Don't know did I understood you correctly though. blush.gif

Link to comment
Share on other sites

thanks a lot and sorry for my noob questions . i have a procobj fish and it's on the water surface , i want it to be 1 m below . i know it's possible as i downloaded some palm trees and their trunks sometimes are burried . i searched the procobj ide but i couldn't find anything useful inside

Link to comment
Share on other sites

thanks a lot and sorry for my noob questions . i have a procobj fish and it's on the water surface , i want it to be 1 m below . i know it's possible as i downloaded some palm trees and their trunks sometimes are burried . i searched the procobj ide but i couldn't find anything useful inside

Its the wpl. The wpl is what places the object on the map. Move the object to its location on the map including placing it 1m below. Export wpl using GIMS.

Link to comment
Share on other sites

lol thanks a lot limiter but when i was talking of being newbie it's with 3 DS max , i know what is a wpl biggrin.gif . the object i want to modify is a procobj and thus does not work exactly as static wdr (if i remember well) . but i can't find that text helper that was in a txt file and explained it all anymore (like the header in handling.dat that explains how handling should be tweaked) . i have 2 questions in fact how do you lower a wdr in Max so that it has a part of it burried by default IG . and where has gone that text helper made by R* , and that explained how procobj works

Link to comment
Share on other sites

When I'm working with this script, my 3ds max will crash every time.anyone can help?

I've tested on 3ds max 2009 and 2012.

Link to comment
Share on other sites

When I'm working with this script, my 3ds max will crash every time.anyone can help?

I've tested on 3ds max 2009 and 2012.

I use 3ds max 2011 and I've never had issues.

Link to comment
Share on other sites

When I'm working with this script, my 3ds max will crash every time.anyone can help?

I've tested on 3ds max 2009 and 2012.

Wow, serious? I haven't found time to install this yet. But if it doesn't work on Max 2009 then I will be cryani.gif

Link to comment
Share on other sites

Alexander Blade
When I'm working with this script, my 3ds max will crash every time.anyone can help?

I've tested on 3ds max 2009 and 2012.

When do you have crashes ? Show some screens . I can't help you knowing nothing .

 

Limiter

It works with 2012 as mush as with 2009 .

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.