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3Doomer

[V|REL] GIMS Evo for GTA V

Recommended Posts

Yoha
16 hours ago, Rarefacer said:

Check collision models, if they are triangled, the flags not will to work and you need to redo the collision process. Also, sometimes GIMS import collision models as triangled models and with broken vertexes, that disable the collision in game, you need to weld all and mark in the Mesh modifier flag: Geometry and not BVH (this one only works with not triangled meshes and without broken vertexes), but probably you'll need to edit the metadata map/prop file, for that is better if you do corrections to delete triangled state in the collision model and weld every vertex to keep using current imported flags .

Thanks for your detal replay~ :)

I've checked the collision gims imported which is game's original collision model, it seems it's not a geometry, it's an EGIMS_V_col_box. And I tried to set flags, still not work.

For now, I use a model which I created as a collision. I copied object model and gave it a collision mesh modifier, and then set flags.

It works now.

 

For those original game collision models, I just delete them.

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LeeC2202

If you export a yft file as open formats to get a .skel file, is it possible to edit that .skel file and then use that as a skeleton to build a ped modification on, by rigging the mesh to the modified bone positions? I.e. would Gims happily read that in as a valid bones definition file and would OpenIV import it as a valid ped YFT file? I have a ped model I want to convert, I don't want to use ZM3 but as far as I am aware, Gims doesn't allow for bone editing..(or does it?)

 

So anyway, my thought was, export the .skel file, create a mod that displays the .skel file as a set of props and lines that would let you edit it, then write out the skel file that reflects the changes. To get the skeleton the right size, I could make a prop out of the mesh obj file and display that in-game with a reduced Alpha level, so the bones would be visible through the mesh.

 

The ped model isn't standard proportions, so it won't rig to a standard skeletion. I don't want to deform the mesh to fit a standard skeleton, because it will just look wrong. If anyone could offer up any insight, it would genuinely be very much appreciated.

 

Thank you.

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OpenIV Team

@LeeC2202 you can't import .skel back into YFT. Skeleton is only one of many parts inside YFT resource.

 

Also, not sure if it even possible to edit skeleton of the ped. Yeah, you can change bone positions/rotations, but, game animations are made for original skeletone.

 

Since we don't have openFormats for YFT (yet), you actually can test this in GTA IV. In GTA IV we have all requaired formats. So, you can edit model and skeleton for ped and see how the game would react to this.

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LeeC2202
1 hour ago, OpenIV Team said:

@LeeC2202 you can't import .skel back into YFT. Skeleton is only one of many parts inside YFT resource.

 

Also, not sure if it even possible to edit skeleton of the ped. Yeah, you can change bone positions/rotations, but, game animations are made for original skeletone.

 

Since we don't have openFormats for YFT (yet), you actually can test this in GTA IV. In GTA IV we have all requaired formats. So, you can edit model and skeleton for ped and see how the game would react to this.

@OpenIV Team Ah, okay... that saves me writing a mod that wouldn't work then.

 

I only wanted to move the bone positions, just to get longer legs in proportion to the torso length.,, and the arms are probably slightly shorter too. I have seen a few characters do that, so I presumed that level of editing was at least possible. I hate characters that have had the mesh stretched to fit.

 

Thanks for the info though, I am just trying to tick things off my bucket list and getting this ped done was one of my main GTAV Modding ones. My only option is to do it myself, so I thought it was worth asking the question. I appreciate the answer, very much so.

Edited by LeeC2202

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WWEshnik

srry fixed

Edited by WWEshnik

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TwoEagle

It says in the FAQ that I could use " +Any 3D MAX version from 9(with Service Pack 2 and \"AvGuard DLX Extension\") to 2016."

Does that mean that I will not be able to use my new 3DS MAX 2019 version with this?

Do I have to install 2016 or older to be able to use this?

Will there be an update for newer versions of 3DSMAX?

 

Starts with message: " Can't start the shared core. Failed to download the shared core. May be, it isn't released yet."

 

Tested:

 

Welcome to MAXScript.

 

undefined
OK
-- MAXScript Rollout Handler Exception:
-- Unable to convert: undefined to type: Boolean
-- MAXScript callstack:
--    thread data: threadID:8360
--    ------------------------------------------------------
--    [stack level: 0]
--    In InfoButton.pressed()
--    member of: Rollout:uEvoGIMS
--        Locals:
--            EGIMS_EHFFO: undefined
--            CET: "-- Unknown property: "GUIMgr" in undefined"
--            EGIMS_EHStackLocals: undefined
--            EGIMS_EHReport: undefined
--            ESS: StringStream:""
--        Externals:
--            GIMS: Global:GIMS : (GIMSstr version:12 LocalApplicationPath:".............

 

 

Best Regards,

TwoEagle

Edited by TwoEagle

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Rarefacer
On 9/16/2018 at 5:54 AM, TwoEagle said:

It says in the FAQ that I could use +Any 3D MAX version from 9(with Service Pack 2 and \"AvGuard DLX Extension\") to 2016."

Does that mean that I will not be able to use my new 3DS MAX 2019 version with this?

Do I have to install 2016 or older to be able to use this?

 

No more versions supported (different Maxscript since 2017).

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TwoEagle
On 9/19/2018 at 10:31 PM, Rarefacer said:

No more versions supported (different Maxscript since 2017).

I got it to work with the 2016 version. 

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