Firstyminator Posted December 7, 2014 Share Posted December 7, 2014 (edited) Use for 'liveries' 2nd UV channel to your model. 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 hmm Edited December 7, 2014 by Firstyminator Link to comment Share on other sites More sharing options...
nine30 Posted December 8, 2014 Share Posted December 8, 2014 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 Link to comment Share on other sites More sharing options...
MIXAZZZ Posted December 8, 2014 Share Posted December 8, 2014 (edited) 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 December 8, 2014 by MIXAZZZ 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...
Firstyminator Posted December 8, 2014 Share Posted December 8, 2014 (edited) use this setting for your paths splineslink [5,7,narrow,15]link [7,15,16]nodes [p] [1,2,3,4|6,7,careful,12,scenarios]179nodes [l] [1,2,3,4|5,7,9,10,11,careful]19 (11 ytn tcknodes [1,2,3,4|6,8,10,inersection]19structure = (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| 19road7/15/165/7/9/10/11/high| 19-------------------------------------------------------------------------------------------------------------------------------------FirstyminatorHi Mixaaaz, HI Alexander,i already sent this msg in GIMS topic but maybe you can help meI 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 NODSThx in advance for all what you did and doPS : 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 December 8, 2014 by Firstyminator Link to comment Share on other sites More sharing options...
nine30 Posted December 8, 2014 Share Posted December 8, 2014 MIxazzz, Thanx for your help i think that this crash problem comes from the intersection dummies... i dont know why maybe because of flags... Link to comment Share on other sites More sharing options...
MIXAZZZ Posted December 10, 2014 Share Posted December 10, 2014 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 nine30 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...
nine30 Posted December 10, 2014 Share Posted December 10, 2014 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 helpi think that this crash problem comes from the intersection dummies... i dont know why maybe because of flags... use intersection from original imported paths Link to comment Share on other sites More sharing options...
NVT90 Posted December 11, 2014 Share Posted December 11, 2014 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 ? Link to comment Share on other sites More sharing options...
GooD-NTS Posted December 13, 2014 Share Posted December 13, 2014 I guess it may be useful for someone, this is list of all bones with ID and names from GTA IV and EfLC. http://openiv.com/public/GTAIV_EFLC.BONES.ID_AND_NAMES.txt Firstyminator and Rented 2 Link to comment Share on other sites More sharing options...
Firstyminator Posted December 15, 2014 Share Posted December 15, 2014 Thanks man Thats very useful when using OFIO indeed Link to comment Share on other sites More sharing options...
MrSmarter22 Posted January 11, 2015 Share Posted January 11, 2015 Everytime when I import a .onim file it says "root object isnt a bone" although a model with bones is imported before. Link to comment Share on other sites More sharing options...
Alexander Blade Posted January 11, 2015 Author Share Posted January 11, 2015 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. Link to comment Share on other sites More sharing options...
MrSmarter22 Posted January 15, 2015 Share Posted January 15, 2015 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? Link to comment Share on other sites More sharing options...
Alexander Blade Posted January 16, 2015 Author Share Posted January 16, 2015 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? Link to comment Share on other sites More sharing options...
MrSmarter22 Posted January 17, 2015 Share Posted January 17, 2015 So, does it mean theres no way to play the animation with a different character and only if it is a IV character? Link to comment Share on other sites More sharing options...
Alexander Blade Posted January 17, 2015 Author Share Posted January 17, 2015 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? Link to comment Share on other sites More sharing options...
BMWSauberF1.08 Posted February 1, 2015 Share Posted February 1, 2015 How do i fix these errors? Link to comment Share on other sites More sharing options...
BMWSauberF1.08 Posted February 1, 2015 Share Posted February 1, 2015 thanks Link to comment Share on other sites More sharing options...
sarusaral Posted February 16, 2015 Share Posted February 16, 2015 Can you help me please ? When I import the odr. file it says EXCEPTION: skinned attribute expected ?? Link to comment Share on other sites More sharing options...
Firstyminator Posted February 16, 2015 Share Posted February 16, 2015 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 Link to comment Share on other sites More sharing options...
ouzhanuglu Posted February 17, 2015 Share Posted February 17, 2015 hi, How do I solve this problem? 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? Link to comment Share on other sites More sharing options...
Firstyminator Posted February 17, 2015 Share Posted February 17, 2015 hi, How do I solve this problem? 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 Frank.s 1 Link to comment Share on other sites More sharing options...
Yaffles Posted March 4, 2015 Share Posted March 4, 2015 (edited) Good One! THX! Edited March 4, 2015 by Yaffles Link to comment Share on other sites More sharing options...
Alexander Blade Posted March 15, 2015 Author Share Posted March 15, 2015 (edited) updated , bone Index property is calculated automatically now , old scenes are compatible Edited March 15, 2015 by Alexander Blade buzzbass 1 Link to comment Share on other sites More sharing options...
DasMatze Posted April 9, 2015 Share Posted April 9, 2015 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. Link to comment Share on other sites More sharing options...
Alexander Blade Posted April 9, 2015 Author Share Posted April 9, 2015 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. Link to comment Share on other sites More sharing options...
DasMatze Posted April 9, 2015 Share Posted April 9, 2015 (edited) 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: (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 April 10, 2015 by DasMatze Link to comment Share on other sites More sharing options...
Rented Posted April 18, 2015 Share Posted April 18, 2015 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 Link to comment Share on other sites More sharing options...
edwardh Posted August 8, 2015 Share Posted August 8, 2015 (edited) 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 August 8, 2015 by edwardh Link to comment Share on other sites More sharing options...
Alexander Blade Posted August 8, 2015 Author Share Posted August 8, 2015 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. Link to comment Share on other sites More sharing options...
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