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[3DSMAX|REL] OpenIV openFormats I/O


Alexander Blade

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Firstyminator

Use for 'liveries' 2nd UV channel to your model.

 

RzGY.png

 

Hey thanks! :) Trying it right now. Can i do this for materials with Paint1 ? or do i have to use Paint2 or 3 for this to work ?

 

Doing this with UVW Mapping, and selecting Move to Channel 2, caused the game to crash upon loading :O hmm

Edited by Firstyminator
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Hi Mixaaaz, HI Alexander,

 

i already sent this msg in GIMS topic but maybe you can help me

 

I have a big problem that i havent for route 66 with traffic path.

 

I explain, in French_riviera 's traffic path, each time i have a big accident or i hit cops or i shoot peds my level increases, this is normal but IT CRASHES all time !

 

Is there any problem with PATHSPLINES or flags i have to choose in GIMS ???

 

I only have PATHSPLINES AND INTERSECTION DUMMYS, no NODS

 

Thx in advance for all what you did and do

 

PS : thx a LOT for navmesh ped path its working perfectly, very sincerely i thank you very much, i will update my mapmod this week but i still crash with police and cars accident :(

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use this setting for your paths splines

 

 

link [5,7,narrow,15]link [7,15,16] nodes [p] [1,2,3,4|6,7,careful,12,scenarios]179 nodes [l] [1,2,3,4|5,7,9,10,11,careful]19 (11 ytn tcknodes [i] [1,2,3,4|6,8,10,inersection]19 structure = (shrnode width:0 type:19 flags_1:15 flags_2:42 flags_3:67 flags_4:0 interp:0)is_nodpath = true ------------------------------2 lane left | 2 lane rightcrossing7/15/166/8/10/inter| 19 road7/15/165/7/9/10/11/high| 19
-------------------------------------------------------------------------------------------------------------------------------------

Firstyminator

Hi Mixaaaz, HI Alexander,

 

i already sent this msg in GIMS topic but maybe you can help me

 

I have a big problem that i havent for route 66 with traffic path.

 

I explain, in French_riviera 's traffic path, each time i have a big accident or i hit cops or i shoot peds my level increases, this is normal but IT CRASHES all time !

 

Is there any problem with PATHSPLINES or flags i have to choose in GIMS ???

 

I only have PATHSPLINES AND INTERSECTION DUMMYS, no NODS

 

Thx in advance for all what you did and do

 

PS : thx a LOT for navmesh ped path its working perfectly, very sincerely i thank you very much, i will update my mapmod this week but i still crash with police and cars accident :(

This does work with original cars. Use shader setting from original model.

 

Can initially bind to the object two UV channel, then make for UV Leaver 1 channel, copy this script in the second, and continue to work directly with one of the main channels for color cars.

Edited by MIXAZZZ


CPU: i7 4790\ MEM: 32GB ram \ GPU: NVIDIA GeForce RTX 2060 SUPER 8GB Vram \ OS: Win7 x64

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Firstyminator

use this setting for your paths splines

link [5,7,narrow,15]
link [7,15,16]

nodes [p] [1,2,3,4|6,7,careful,12,scenarios]179

nodes [l] [1,2,3,4|5,7,9,10,11,careful]19 (11 ytn tck
nodes [1,2,3,4|6,8,10,inersection]19

structure = (shrnode width:0 type:19 flags_1:15 flags_2:42 flags_3:67 flags_4:0 interp:0)
is_nodpath = true

------------------------------
2 lane left | 2 lane right
crossing
7/15/16
6/8/10/inter| 19

road
7/15/16
5/7/9/10/11/high| 19
-------------------------------------------------------------------------------------------------------------------------------------
Firstyminator

Hi Mixaaaz, HI Alexander,

i already sent this msg in GIMS topic but maybe you can help me

I have a big problem that i havent for route 66 with traffic path.

I explain, in French_riviera 's traffic path, each time i have a big accident or i hit cops or i shoot peds my level increases, this is normal but IT CRASHES all time !

Is there any problem with PATHSPLINES or flags i have to choose in GIMS ???

I only have PATHSPLINES AND INTERSECTION DUMMYS, no NODS

Thx in advance for all what you did and do

PS : thx a LOT for navmesh ped path its working perfectly, very sincerely i thank you very much, i will update my mapmod this week but i still crash with police and cars accident :(


This does work with original cars. Use shader setting from original model.

Can initially bind to the object two UV channel, then make for UV Leaver 1 channel, copy this script in the second, and continue to work directly with one of the main channels for color cars.

 

 

 

Works like a charm :) Trainer issue fixed. Now i got multiple liveries! :) GENIOUS! :) Thank you so much :) :)

Edited by Firstyminator
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MIxazzz,

 

Thanx for your help

 

i think that this crash problem comes from the intersection dummies... i dont know why maybe because of flags...

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MIxazzz,

 

Thanx for your help

 

i think that this crash problem comes from the intersection dummies... i dont know why maybe because of flags...

 

use intersection from original imported paths


CPU: i7 4790\ MEM: 32GB ram \ GPU: NVIDIA GeForce RTX 2060 SUPER 8GB Vram \ OS: Win7 x64

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Thx bro,

 

i already did that, it was at that moment that i understood intersection dummies causes crashes...

 

Do you know how i can make my maps working on EFLC and other patch, lot of guys want to play with EFLC...

 

Thx

 

 

MIxazzz,

Thanx for your help

i think that this crash problem comes from the intersection dummies... i dont know why maybe because of flags...



use intersection from original imported paths

 

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Is there any ways to disable the dynamic shadows casted by the car's headlights on Patch 7 ?

Because as you guys can notice, on Patch 7, the dynamic shadows come from street lamps and other wall lights are flickering very much at night.

I discover that bug cause by the dynamic shadows come from car's headlights.

I have some test.

1.

At night time, disable the cars by using the Trainer and that bug is gone, the dynamic shadows come from street lamps and other wall lights work fine.

2.

Set car.headlight.intensity in the visualSettings.dat to 0.00, this solution work too but you won't be satisfied with those cars not have the headlights.

So, any suggestion ? :)

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  • 4 weeks later...

Everytime when I import a .onim file it says "root object isnt a bone" although a model with bones is imported before.

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Alexander Blade

Open hierarchy view and select a model's root bone , then import an *.onim

 

Everytime when I import a .onim file it says "root object isnt a bone" although a model with bones is imported before.

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Still same problem, although I have selected all the bone in the hierarchy view, it still gives me the same error. Could it be maybe because the rigged character isnt from GTA IV so that its hierarchy is different?

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Alexander Blade

Yup

 

Still same problem, although I have selected all the bone in the hierarchy view, it still gives me the same error. Could it be maybe because the rigged character isnt from GTA IV so that its hierarchy is different?

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So, does it mean theres no way to play the animation with a different character and only if it is a IV character?

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Alexander Blade

Skeleton must be from iv

 

So, does it mean theres no way to play the animation with a different character and only if it is a IV character?

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  • 2 weeks later...
  • 3 weeks later...
Firstyminator

Can you help me please ? When I import the odr. file it says EXCEPTION: skinned attribute expected ??

That my good man, means that the model you try to import is locked :)

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hi, How do I solve this problem?

 

yPNgby.png


 

Can you help me please ? When I import the odr. file it says EXCEPTION: skinned attribute expected ??


That my good man, means that the model you try to import is locked :)

 

How do we remove this lock?

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Firstyminator

hi, How do I solve this problem?

 

yPNgby.png

 

 

Can you help me please ? When I import the odr. file it says EXCEPTION: skinned attribute expected ??

That my good man, means that the model you try to import is locked :)

 

How do we remove this lock?

We don't.. Because its there to protect peoples creations.. Download something Unlocked. There is plenty to choose from, or just do as we do.. Build it ;)

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  • 2 weeks later...
  • 2 weeks later...
Alexander Blade

updated , bone Index property is calculated automatically now , old scenes are compatible

Edited by Alexander Blade
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  • 4 weeks later...

Hi! First of all thank you for these great scripts!

 

I am new to GTA modding and want to give mapping a try. I tried numerous times to export a simple, static mesh as a drawable but I only get an "EXCEPTION: MESH ERROR - dr_test_mesh type parameter is not drawable". I have a dummy called dr_test and a connected mesh called dr_test_mesh. The mesh has the iv_drawable_material applied and a texture is selected. I read the help file but I have no idea what's wrong.

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Alexander Blade

Object's user props are not set , import some drawable and see what user props look like for each scene object .

 

Hi! First of all thank you for these great scripts!

I am new to GTA modding and want to give mapping a try. I tried numerous times to export a simple, static mesh as a drawable but I only get an "EXCEPTION: MESH ERROR - dr_test_mesh type parameter is not drawable". I have a dummy called dr_test and a connected mesh called dr_test_mesh. The mesh has the iv_drawable_material applied and a texture is selected. I read the help file but I have no idea what's wrong.

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Ahh, thanks! That was the issue. I didn't know there were user defined parameters involved and I didn't know where to look for them but I found them.

 

Now I have the problem that all the edges are smoothed after exporting even though it looks fine in 3ds Max:

ZRSZf3w.jpg

(it's a model simply for testing)

 

I will try it with other models.

 

Edit: Same happens with a simple cube. :(

Edit 2: Fixed it. It was a problem with my mesh importing method.

Edited by DasMatze
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  • 2 weeks later...

I have a slight problem, whenever I import a ped it messes up the skinning. However I am not sure if it's the tools fault as I have the same problem with KAM's Script when importing SA peds... As soon as I import it the rigging is F-ed up

F8i4bRU.png

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  • 3 months later...

I have a slight problem, whenever I import a ped it messes up the skinning. However I am not sure if it's the tools fault as I have the same problem with KAM's Script when importing SA peds... As soon as I import it the rigging is F-ed up

 

Having exactly the same problem here. Someone must have some sort of idea? It just skins the mesh with all the bones in the skeleton and not rigged properly.

 

Edit: the rigging works on 3ds MAX 2012. Must be something to do with the different versions.

Edited by edwardh
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Alexander Blade

Try gims , see if it's the same there

 

 

I have a slight problem, whenever I import a ped it messes up the skinning. However I am not sure if it's the tools fault as I have the same problem with KAM's Script when importing SA peds... As soon as I import it the rigging is F-ed up

 

Having exactly the same problem here. Someone must have some sort of idea? It just skins the mesh with all the bones in the skeleton and not rigged properly.

 

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