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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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4Brad

@3Doomer is it possible to add an automatic button to lower all the winds bars "umGlobalParams" to zero and what's the limited vertex/polygon number for characters?! Thanks!

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LeeC2202

Seeing as this site doesn't seem to give a crap about the info in these pages, I thought I would rebuild the info heirarchy on the first page. I am tired of seeing all the useful info mashed into an unintelligible single-line of text. Code you can search and split on the semi-colon character but not every bit of info is code, so I did this by manually splitting each line out.

 

Root objects:
(
	[Collisions] Dictionary
	[Collisions] Composite
	[Collisions] Plane
	[Collisions] Box
	[Collisions] Disc
	[Collisions] Sphere
	[Collisions] Cylinder
	[Collisions] Capsule
	[Models] Dictionary
	[Models] Model
	[imposters] Model (Modifier)
	[Graphics] Texture Dictionary
	[Models] Game mesh (Modifier)
	[Collisions] Mesh (Modifier)
}

Allowed hierarchy node children:
(	
	[Collisions] Dictionary:
	(
		Editable_mesh
		Editable_Poly
		[Collisions] Composite
		[Collisions] Plane
		[Collisions] Box
		[Collisions] Disc
		[Collisions] Sphere
		[Collisions] Cylinder
		[Collisions] Capsule
		[Collisions] Mesh (Modifier)
	}

	[Collisions] Composite:
	(
		Editable_mesh
		Editable_Poly
		[Collisions] Composite
		[Collisions] Plane
		[Collisions] Box
		[Collisions] Disc
		[Collisions] Sphere
		[Collisions] Cylinder
		[Collisions] Capsule
		[Collisions] Mesh (Modifier)
	}

	[Collisions] Plane
	[Collisions] Box
	[Collisions] Disc
	[Collisions] Sphere
	[Collisions] Cylinder
	[Collisions] Capsule
	[PrimCollisions] Box
	[PrimCollisions] Sphere
	[PrimCollisions] Capsule
	[PrimCollisions] Cylinder

	[Models] Dictionary:
	(
		Editable_mesh
		Editable_Poly
		[imposters] Model (Modifier)
		[Models] Model
	}

	[Models] Model:
	(
		Editable_mesh
		Editable_Poly
		[Models] Bone
		[Models] Light
		[Collisions] Composite
		[Collisions] Plane
		[Collisions] Box
		[Collisions] Disc
		[Collisions] Sphere
		[Collisions] Cylinder
		[Collisions] Capsule
		[Collisions] Mesh (Modifier)
		[Models] Game mesh (Modifier)
		[imposters] Bone (Modifier)
		[imposters] Light (Modifier)
	}

	[imposters] Model (Modifier):
	(
		Editable_mesh
		Editable_Poly
		[Models] Bone
		[Models] Light
		[Collisions] Composite
		[Collisions] Plane
		[Collisions] Box
		[Collisions] Disc
		[Collisions] Sphere
		[Collisions] Cylinder
		[Collisions] Capsule
		[Collisions] Mesh (Modifier)
		[Models] Game mesh (Modifier)
		[imposters] Bone (Modifier)
		[imposters] Light (Modifier)
	}

	[Graphics] Texture Dictionary

	[Models] Bone:
	(
		Editable_mesh
		Editable_Poly
		[Models] Bone
		[Models] Light
		[Collisions] Composite
		[Collisions] Plane
		[Collisions] Box
		[Collisions] Disc
		[Collisions] Sphere
		[Collisions] Cylinder
		[Collisions] Capsule
		[Collisions] Mesh (Modifier)
		[Models] Game mesh (Modifier)
		[imposters] Bone (Modifier)
		[imposters] Light (Modifier)
	}

	[Models] Light
	
	Editable_mesh:
	(
		[Collisions] Composite
		[Collisions] Plane
		[Collisions] Box
		[Collisions] Disc
		[Collisions] Sphere
		[Collisions] Cylinder
		[Collisions] Capsule
		[Collisions] Mesh (Modifier)
	}

	Editable_Poly:
	(
		[Collisions] Composite
		[Collisions] Plane
		[Collisions] Box
		[Collisions] Disc
		[Collisions] Sphere
		[Collisions] Cylinder
		[Collisions] Capsule
		[Collisions] Mesh (Modifier)
	}

	[Collisions] Mesh (Modifier):
	(
		[PrimCollisions] Box
		[PrimCollisions] Sphere
		[PrimCollisions] Capsule
		[PrimCollisions] Cylinder
	}

	[Models] Game mesh (Modifier):
	(
		[Collisions] Composite
		[Collisions] Plane
		[Collisions] Box
		[Collisions] Disc
		[Collisions] Sphere
		[Collisions] Cylinder
		[Collisions] Capsule
		[Collisions] Mesh (Modifier)
	}

	[imposters] Bone (Modifier):
	(
		Editable_mesh
		Editable_Poly
		[Models] Bone
		[Models] Light
		[Collisions] Composite
		[Collisions] Plane
		[Collisions] Box
		[Collisions] Disc
		[Collisions] Sphere
		[Collisions] Cylinder
		[Collisions] Capsule
		[Collisions] Mesh (Modifier)
		[Models] Game mesh (Modifier)
		[imposters] Bone (Modifier)
		[imposters] Light (Modifier)
	}
		
	[imposters] Light (Modifier)
}

If I have made any mistakes then I apologise but as it seemed nobody else was going to do it, I thought I would give it a shot.

Edited by LeeC2202

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zakawa

 

On ‎5‎/‎8‎/‎2018 at 10:48 AM, 3Doomer said:

That means GIMS for GTA IV has some bugs and can't export some stuff.

Unfortunately, IDK who can/will fix them for you...

 

Also, this is not a thread about GIMS IV.

Hi my bros I have some problems with ped model .When I make model with single part head only it be work perfectly with no bugs but if I make ped with multi parts head teef lower upper etc it become shaky and fluid like venom from spider man D:PLEASE  show this pic https://ibb.co/fR87vf

and I want make Antman mod so make model big and make another model small with scale mesh and bones but this not work it become like that https://ibb.co/kQPfFf

please help guys

Edited by zakawa

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4Brad
zakawa how did you make  the model single part head -thank you

 

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zakawa

@4Brad  I  modification model which have head only but I want to make head ,teef,upper and lower with multi object and model in game became like pics when it movies

 

@Rarefacer  could you help me bro

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LeeC2202

@3DoomerThere seems to a bug with the Col Box that can result in the Bounds values being written with AABBMax and AABBMin the wrong way round.

 

I spent over an hour trying to fix fautly collision last night and it was only when I opened the .bound file in notepad, that I saw the problem. AABBMin had positive values, AABBMax had negative values. The minute I swapped them round, the collision worked. But nothing in Max indicated that the Col Box was in fact inverted. It looked exactly the same as the working Col Box on another prop I had installed.

 

The natural presumption with faulty collision is flags, so it's lots of setting flags, exporting, importing, restart the game etc...

 

I don't know anything about Max scripting but if there's the possiblity that you can add some checking for Min > Max, that might prove useful.

 

Edited by LeeC2202

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Hassonya

 

hi guys
how can i export any model with Unwrap UVW from GimsEvo?
any method or tutorial ?

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MasterBates

Does GIMS support import of rigged GTA V cutscene character models? I tried to import some of them in 3ds Max 2012, but unlike the regular pedestrians, there is no single .odd file that ties everything together. I can import all the separate parts, but only the head comes with a skeleton and correct bone names, everything else is all "fake bone" with no connection to the skeleton. Since i work mainly with Blender i don't know much about 3ds max, i only need it to get a correctly rigged character exported as fbx.

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MrGTAmodsgerman
8 hours ago, MasterBates said:

Does GIMS support import of rigged GTA V cutscene character models? I tried to import some of them in 3ds Max 2012, but unlike the regular pedestrians, there is no single .odd file that ties everything together. I can import all the separate parts, but only the head comes with a skeleton and correct bone names, everything else is all "fake bone" with no connection to the skeleton. Since i work mainly with Blender i don't know much about 3ds max, i only need it to get a correctly rigged character exported as fbx.

Copy a working skelection file and rename it to your cutscene skel file. Or you simply rename the bones and rig it.

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MasterBates
16 hours ago, MrGTAmodsgerman said:

Copy a working skelection file and rename it to your cutscene skel file. Or you simply rename the bones and rig it.

I have the corresponding skeleton file "cs_[charactername].skel" in the same folder with the mesh parts, but it doesn't help, i get "fake bone" instead of correct bone names. The head part has the full skeleton and the separate mesh parts have weights:

 

https://i.imgur.com/UrThBUa.png

https://i.imgur.com/KqeS2Hv.png

 

but when i export to fbx or dae, all vertex groups are gone, blender imports bones as empties/plain axes. I found a way to keep the vertex groups by exporting the fbx again to dae format from a program called Noesis but no luck with the skeleton. Exporting the head with skeleton to fbx, it keeps only the head bones. I suppose i have to bind the other mesh parts to the skeleton somehow, but not entirely sure about that. How do i proceed from here?

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MrGTAmodsgerman
On 11/23/2018 at 1:12 PM, MasterBates said:

I have the corresponding skeleton file "cs_[charactername].skel" in the same folder with the mesh parts, but it doesn't help, i get "fake bone" instead of correct bone names. The head part has the full skeleton and the separate mesh parts have weights:

 

https://i.imgur.com/UrThBUa.png

https://i.imgur.com/KqeS2Hv.png

 

but when i export to fbx or dae, all vertex groups are gone, blender imports bones as empties/plain axes. I found a way to keep the vertex groups by exporting the fbx again to dae format from a program called Noesis but no luck with the skeleton. Exporting the head with skeleton to fbx, it keeps only the head bones. I suppose i have to bind the other mesh parts to the skeleton somehow, but not entirely sure about that. How do i proceed from here?

You copied a working skel file to the folder and rename it? Or did you keeped the broken one?

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MasterBates

The cutscene models are in the file "x64g.rpf". For every character folder, there is also a yft-file of the same name. That's the file i used, converted to open formats .skel. What do you mean by "working" skel file? Where else should i look for skeleton files?

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Bob_74

I think there is an issue with the .bound file after exporting.

 

I've been stuck on this issue since the last few days, trying to create models with embedded collisions.

 

I imported an existing model (prop_aerial_01a) into 3dsmax (2012 x64) and exported it directly.

The exported model didn't have any collisions in game.

 

I took a look at the .bound files before and after exporting:

 

Original prop_aerial_01a.bound:

phBound
{
	Type BoundBox
	Radius 0.69018410
	AABBMax 0.51773830 0.45629060 0.01000001
	AABBMin -0.51773830 -0.45629060 -0.01000001
	Centroid 0.00000000 0.00000000 0.00000000
	CG 0.00000000 0.00000000 0.00000000
	Margin 0.00250000
	Material
	{
		MaterialIndex 55
		ProcId 0
		RoomId 0
		PedDensity 0
		PolyFlags FLAG_NOT_CLIMBABLE FLAG_SEE_THROUGH FLAG_SHOOT_THROUGH FLAG_NOT_COVER FLAG_NO_DECAL
		MaterialColorIndex 0
	}
}

 

Exported prop_aerial_01a.bound:

phBound
{
	Type BoundBox
	AABBMin 0.5177383 0.4562906 0.0100000
	AABBMax -0.5177383 -0.4562906 -0.0100000
	Radius 0.690184
	Centroid 0.0000000 0.0000000 0.0000000
	CG 0.0000000 0.0000000 0.0000000
	Margin 0.0025
	Material
	{
		MaterialIndex 55
		ProcId 0
		RoomId 0
		PedDensity 0
		PolyFlags FLAG_NO_DECAL FLAG_NOT_CLIMBABLE FLAG_NOT_COVER FLAG_SEE_THROUGH FLAG_SHOOT_THROUGH
		MaterialColorIndex 0
	}
	VertexColors null
	MaterialColors null
}

The values of AABBMax and AABBMin are switched (AABBMax parameter values from the original file are switched into the AABBMin parameter in the exported file).

 

I switched back the values and the collisions are now working.

 

 

Edited by Bob_74
Added 3dsmax version

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LeeC2202
3 hours ago, Bob_74 said:

The values of AABBMax and AABBMin are switched (AABBMax parameter values from the original file are switched into the AABBMin parameter in the exported file).

 

I switched back the values and the collisions are now working.

I mentioned the exact same problem a few posts up, it drove me absolutely crazy one night trying to work out what it was. By pure chance I opened the .bound file and spotted it.

 

The thread seems pretty much dead though, so it's probably just something to keep an eye out for, when things go wrong.

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Povik

Hey ! When I try to modifying ytd from v_40_hospital, and when i load texture, i get this error :


 

Quote

 

"undefined

[ERROR]

-- Erreur d'exécution: Wrong type of material found at shader index 1: Standardmaterial

[STACK]

 **    données de file: ID de la file: 6708

 **    ------------------------------------------------------

 **    [stack level: 0]Files\02_TypeLibrary.mse; position: 149791; ligne: 3797D

 **    Pouces create(); nom de fichier: C:\Users\Infusio\Appata\Local\GIMS\V\

 **    membre de: StructDef:strLODGroup

 **        Définition dans le script codé

 **    ------------------------------------------------------

 **    [stack level: 1]

 **    appelé de create(); nom de fichier: C:\Users\Infusio\AppData\Local\GIMS\V\Files\02_TypeLibrary.mse; position: 237101; ligne: 5893

 **    membre de: StructDef:strDrawable

 **        Définition dans le script codé

 **    ------------------------------------------------------

 **    [stack level: 2]

 **    appelé de FileID loop; nom de fichier: C:\Users\Infusio\AppData\Local\GIMS\V\Files\99_GUI.mse; position: 190495; ligne: 3948

 **    membre de: bloc du code anonyme

 **        Définition dans le script codé

 **    ------------------------------------------------------

 **    [stack level: 3]

 **    appelé de Import_Files(); nom de fichier: C:\Users\Infusio\AppData\Local\GIMS\V\Files\99_GUI.mse; position: 190571; ligne: 3952

 **    membre de: StructDef:GUIstr

 **        Définition dans le script codé

 **    ------------------------------------------------------

 **    [stack level: 4]

 **    appelé de import(); nom de fichier: C:\Users\Infusio\AppData\Local\GIMS\V\Files\99_GUI.mse; position: 192663; ligne: 3997

 **    membre de: StructDef:GUIstr

 **        Définition dans le script codé

 **    ------------------------------------------------------

 **    [stack level: 5]

 **    appelé de InvokeEvent(); nom de fichier: C:\Users\Infusio\AppData\Local\GIMS\Shared\Files\00_Core.mse; position: 402194; ligne: 10710

 **    membre de: StructDef:GUIMgrstr

 **        Définition dans le script codé

 **    ------------------------------------------------------

 **    [stack level: 6]

 **    appelé de MouseClick(); nom de fichier: C:\Users\Infusio\AppData\Local\GIMS\Shared\Files\00_Core.mse; position: 411319; ligne: 10891

 **    membre de: StructDef:GUIMgrstr

 **        Définition dans le script codé

 **    ------------------------------------------------------

 **    [stack level: 7]

 **    appelé de niveau supérieur

[OldErrorStream]

[AddInfo level 0]

#Mtls: [23] #(

    ss_v_bioceiling1b:EGIMS_V_Material,

    ss_v_biofloor1:EGIMS_V_Material,

    SS_V_biopalette2:EGIMS_V_Material,

    SS_V_biowall1:EGIMS_V_Material,

    SS_V_woodpanel3:EGIMS_V_Material,

    SS_V_biofloor2c:EGIMS_V_Material,

    SS_V_biochrome:EGIMS_V_Material,

    SS_V_ceilinglight3:EGIMS_V_Material,

    SS_V_hosp <...>

#MMtlCount: 23

[AddInfo level 1]

#DiskPath: "D:\Ressource GTA\Projet Pillbox\Let's try again\"

#ObjName: "v_40_hospital"

#extension: ".odr"

"

**    données de file: ID de la file: 6708

**    ------------------------------------------------------

**    [stack level: 0]

**    Pouces OnCloseReport(); nom de fichier: C:\Users\Infusio\AppData\Local\GIMS\Shared\Files\99_GUI.mse; position: 38355; ligne: 892

**    membre de: StructDef:strGUI

**        Définition dans le script codé

 

I've 3dsmax 2016, the last version of gims evo, and w10 !

If anyone have a tips with that, thanks !

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