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3Doomer

[V|REL] GIMS Evo for GTA V

Recommended Posts

Thedrivercat

That thing is already stated in the FAQ in the 1st post.

 

  • What to do if model's affected by wind ingame(moving by itself when outdoors)

​Some shader parameter sets have "um" parameters, which makes that effect(usually, such parameter sets have "_um" in the name).

You should check all your materials using GIMS material editor, and set parameters like these to zero(0):

- "umGlobalParams"

- "Global umParams: ScaleH/ScaleV/FreqH/FreqV"

- "Wind:SclHV/FrqHV"

- "Wind: (x64/Xbox1/Ps4): Stiffness Multiplier (ps3/360):SclH/SclV/FrqH/FrqV"

_________________________________________________________________________________________________________

 

("Wind:SclHV/FrqHV") <==== oh sorry my bad i didn't notice this,Thanks

 

By the way i made some tutorials for Rigging (Players,Peds) in 3ds max if you have sometime check them

 

http://gtaforums.com/topic/893558-rigging-peds-tutorial-for-gta-v/

 

http://gtaforums.com/topic/893563-rigging-player-tutorial-for-gta-v/

Edited by Thedrivercat

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R2star

Hi @ 3Doomer

 

Any news on supporting 3dsmax 2018 ? also how can i resize gimz window or even dock it with 3ds max interface ?

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3Doomer

1) I'm working on MAX 2017 & 2018 support, but don't expect it to work soon.

2) GIMS window isn't resizeable by design, it's meant to take exact screen space in millimeters. Docking is also not possible due to an initial design.

I think it's no big deal to just minimize or close the window when you don't need it.

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Black-hawk

Edit: Nevermind.

Edited by Black-hawk

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Thedrivercat

@3Doomer

i need to know how good my tutorials are and if they have mistakes or such things also what do you think about it.i made them so pepole can make their own mods for free unlike Zmodeler3

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3Doomer

I definitely don't have time to read tutorials, so I'll let other people check if they're correct.

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phatnguyen

how to make the object lighter than not.
I tried it very heavy and the collision was very difficult

 

please ! someone please help me

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quechus13

How do you use gta_fur?

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MuzTube

@3Doomer any chance of Projector Textures being implemented for lights in the future?

Wanted to delete the mesh surrounding this light source that casts a this lovely shadow.

DvY8tQ2.jpg

But once processed through 3DS Max it pisses off and I'm just left with a boring old light.

agiiGUc.jpg

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3Doomer

It's supported, but I haven't tested it.

Where's that light model located?

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MuzTube

v_3_lng_mesh_walldelta

x64h.rpf\levels\gta5\interiors\v_int_3.rpf\

 

Thanks for the speedy response.

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MuzTube

Managed to figure out a rough workaround by replacing the model's .light file with the original after exporting from GIMS EVO.

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_CP_

What wasn't updated - GIMS or OpenIV?

Vertex declaration (NA4D53FD6) is not supported by shader (default.sps).

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3Doomer

I believe that I'm reading OpenIV's shader config right, so it might be it's fault.

Where's that model located?

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_CP_

Converted Happiness Island from EFLC to V, exporting to openformats and importing via GIMS EVO is showing this error.

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3Doomer

1) what're your gims and openiv versions?

 

2) explain what you're doing step by step please. in details.

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_CP_

1) Latest GIMS EVO and OpenIV.

2) I did these steps:

a) exported Happiness Island models (wdr/wdd)

b) used FiveM converter to convert models to V formats (ydr/ydd; doing in batch is faster than manually exporting, if you know the better way, let me know)

c) export converted meshes to openFormats (odr/odd)

d) tried to import any of the openFormats files, failed on Vertex Declatarions.

Edited by _CP_

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3Doomer

It's clearly not GIMS or OpenIV fault, as you probably can guess by yourself.

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nkjellman

@3Doomer I hate to ask, but do you think it is possible to make GIMS export a little faster? We are working on exporting some high poly models to GTA V for Grand Theft Space, and it will take a really really long time to get them all in.

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3Doomer

I'm doing my best, improving speed from one update to another, but maxscript comes to it's limits...looks like I'll need to use C# in future.

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nkjellman

I'm doing my best, improving speed from one update to another, but maxscript comes to it's limits...looks like I'll need to use C# in future.

I look forward to it.

 

But I do have an idea for GIMS future which will be amazing.

 

Team up with Dexyfex. You still use Max to take care of preparing the model to be imported into the game. However instead of exporting it in the 3D Max GIMS, you just save it as an obj. Then the exporting to ydr takes place in Code Walker.

 

This would make GTA V modding closer to using a game dev tool like Unreal Editor for Unreal Engine 4. Once the model is imported, without having to move to another tool, you can get right into placing it.

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3Doomer

.obj is not a format that can fit all gta-specific parameters.

in fact, I haven't seen such formats, and that's a reason why openFormats exist.

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Neos7

.obj is not a format that can fit all gta-specific parameters.

in fact, I haven't seen such formats, and that's a reason why openFormats exist.

.fbx might be good

 

I'm doing my best, improving speed from one update to another, but maxscript comes to it's limits...looks like I'll need to use C# in future.

it's because of openformats, exporting text is slow compared to exporting raw files

 

1) Latest GIMS EVO and OpenIV.

2) I did these steps:

a) exported Happiness Island models (wdr/wdd)

b) used FiveM converter to convert models to V formats (ydr/ydd; doing in batch is faster than manually exporting, if you know the better way, let me know)

c) export converted meshes to openFormats (odr/odd)

d) tried to import any of the openFormats files, failed on Vertex Declatarions.

maybe i can help for that

 

 

How do you use gta_fur?

it will render only if there is another mesh under it, duplicate the terrain mesh and assign to the new one the fur shader.

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EncryptedReality

Oh gee, CP is still trying to convert LC into V.

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MrGTAmodsgerman

b) used FiveM converter to convert models to V formats (ydr/ydd; doing in batch is faster than manually exporting, if you know the better way, let me know)

With this converter, you get cracked up shaders and game crashes. You need to convert it directly

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4Brad

Does any one knows how to fix this?vvDf7AB.png

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indirivacua

Does any one knows how to fix this?

There is no 'head_000_r' in the model, that's the problem. Rename one of the models and the respective dummy linked to it and should work properly.

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4Brad

 

Does any one knows how to fix this?

There is no 'head_000_r' in the model, that's the problem. Rename one of the models and the respective dummy linked to it and should work properly.

 

Right, I'm on it! thank you so much.

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indirivacua

How I can make a custom ped have blood on his clothes when it get shooted? I've made everything I saw in this topic about it and I can't still make it work.

This is what I did (Click images for bigger size):

Vertex Color:
s0BFUn0t.png
Vertex Ilum:
1fZuUw9t.png
Vertex Alpha:
SGgVfuft.png
Unwrap UVW settings:
rKQy12Qt.png
GIMS V Material settings:
FNNtxHRt.png



Edit:
Answer: I forgot to put the UV second channel zwXmAwvt.png
I recommend use this page for guide in where should be 2nd UV channel for each body part.

Edited by indirivacua

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Redman''

hey there.

 

are we able to use 2 diffuse maps on one item?

for tshirt: one map for the arms, one for the shirt pe.

 

when i do so, ingame one texture is missing and using another one from a different ytd.

same with normal map when it's stored in the ytd container.

 

 

Look how it's made in original models, and do the same way.

thanks for the answer, but never found one with two diff maps.

Edited by Redman''

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