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[V|REL] GIMS Evo for GTA V


3Doomer
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quechus13, on 13 Jan 2017 - 2:15 PM, said:

Just exported a map!

It works and all but the COL is not there.

What did I do wrong?

GTA5_2017_01_13_04_14_26_52.png

Collision meshes and primitives must be in a composite collision, and they need some of the Composite child flags checked.

Import original collisions and see more specifically there.

 

@3Doomer

 

So i'm trying to replace a few models on a square in Pillbox Hill, Los Santos.

I tried exporting my model (Brussels Atomium on GTA 5 Pillbox Hill Square) about 10 times already but 3dsMax keeps crashing when GIMS Evo is on 50%...

Tried messing around with settings like collision mesh settings, or even deleted bones (which were used for lights in the game) but it keeps crashing...

 

My scene has around 72.000 polys. Could you take a look please? Can i send you my scene? I really don't know what the problem is :( Maybe I am missing something?

Yes, you can send the scene. I already have a number of issues fixed, but it's better to check few more times.

Edited by 3Doomer
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quechus13, on 13 Jan 2017 - 2:15 PM, said:

Just exported a map!

It works and all but the COL is not there.

What did I do wrong?

GTA5_2017_01_13_04_14_26_52.png

Collision meshes and primitives must be in a composite collision, and they need some of the Composite child flags checked.

Import original collisions and see more specifically there.

 

@3Doomer

 

So i'm trying to replace a few models on a square in Pillbox Hill, Los Santos.

I tried exporting my model (Brussels Atomium on GTA 5 Pillbox Hill Square) about 10 times already but 3dsMax keeps crashing when GIMS Evo is on 50%...

Tried messing around with settings like collision mesh settings, or even deleted bones (which were used for lights in the game) but it keeps crashing...

 

My scene has around 72.000 polys. Could you take a look please? Can i send you my scene? I really don't know what the problem is :( Maybe I am missing something?

Yes, you can send the scene. I already have a number of issues fixed, but it's better to check few more times.

 

i've checked some models and they only use Primitive Collision files.

I've checked some Composite Flags and it doesn't work, it shows up in OpenIV but in-game there is no collision.

Could you perhaps check my model?

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I can't really help, because I haven't tested anything ingame.

 

All I know now is collisions must be composite both for models and map YBNs.

Edited by 3Doomer
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quechus13, on 13 Jan 2017 - 2:15 PM, said:

Just exported a map!

It works and all but the COL is not there.

What did I do wrong?

GTA5_2017_01_13_04_14_26_52.png

Collision meshes and primitives must be in a composite collision, and they need some of the Composite child flags checked.

Import original collisions and see more specifically there.

 

@3Doomer

 

So i'm trying to replace a few models on a square in Pillbox Hill, Los Santos.

I tried exporting my model (Brussels Atomium on GTA 5 Pillbox Hill Square) about 10 times already but 3dsMax keeps crashing when GIMS Evo is on 50%...

Tried messing around with settings like collision mesh settings, or even deleted bones (which were used for lights in the game) but it keeps crashing...

 

My scene has around 72.000 polys. Could you take a look please? Can i send you my scene? I really don't know what the problem is :( Maybe I am missing something?

Yes, you can send the scene. I already have a number of issues fixed, but it's better to check few more times.

 

i've checked some models and they only use Primitive Collision files.

I've checked some Composite Flags and it doesn't work, it shows up in OpenIV but in-game there is no collision.

Could you perhaps check my model?

 

 

Show us a screenshot of your model's hierarchy

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quechus13, on 13 Jan 2017 - 2:15 PM, said:

Just exported a map!

It works and all but the COL is not there.

What did I do wrong?

GTA5_2017_01_13_04_14_26_52.png

Collision meshes and primitives must be in a composite collision, and they need some of the Composite child flags checked.

Import original collisions and see more specifically there.

 

@3Doomer

 

So i'm trying to replace a few models on a square in Pillbox Hill, Los Santos.

I tried exporting my model (Brussels Atomium on GTA 5 Pillbox Hill Square) about 10 times already but 3dsMax keeps crashing when GIMS Evo is on 50%...

Tried messing around with settings like collision mesh settings, or even deleted bones (which were used for lights in the game) but it keeps crashing...

 

My scene has around 72.000 polys. Could you take a look please? Can i send you my scene? I really don't know what the problem is :( Maybe I am missing something?

Yes, you can send the scene. I already have a number of issues fixed, but it's better to check few more times.

 

i've checked some models and they only use Primitive Collision files.

I've checked some Composite Flags and it doesn't work, it shows up in OpenIV but in-game there is no collision.

Could you perhaps check my model?

 

 

Show us a screenshot of your model's hierarchy

 

 

This is what shows up after re-importing:

Untitled_1.jpg

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quechus13, on 13 Jan 2017 - 2:15 PM, said:

Just exported a map!

It works and all but the COL is not there.

What did I do wrong?

GTA5_2017_01_13_04_14_26_52.png

Collision meshes and primitives must be in a composite collision, and they need some of the Composite child flags checked.

Import original collisions and see more specifically there.

 

@3Doomer

 

So i'm trying to replace a few models on a square in Pillbox Hill, Los Santos.

I tried exporting my model (Brussels Atomium on GTA 5 Pillbox Hill Square) about 10 times already but 3dsMax keeps crashing when GIMS Evo is on 50%...

Tried messing around with settings like collision mesh settings, or even deleted bones (which were used for lights in the game) but it keeps crashing...

 

My scene has around 72.000 polys. Could you take a look please? Can i send you my scene? I really don't know what the problem is :( Maybe I am missing something?

Yes, you can send the scene. I already have a number of issues fixed, but it's better to check few more times.

 

i've checked some models and they only use Primitive Collision files.

I've checked some Composite Flags and it doesn't work, it shows up in OpenIV but in-game there is no collision.

Could you perhaps check my model?

 

 

Show us a screenshot of your model's hierarchy

 

 

This is what shows up after re-importing:

Untitled_1.jpg

 

Well, I recreated the project with a race track model over 67.000 polygons, and used hard retopology to create de collision geometry under 11.000 polygons. I used the process for a ydr file including bones, lights (already tested and works fine in another project), but the export process is taking almost two hours and 3dsMax even is freezed in GIMS is working, 50%.

 

Using primitive collisions no exists errors in game and the export process runs smoothly even with complex models. The suggestion is divide your track model in various ydr and try to use primitive collisions.

Use just the necessary flags on collisions, sometimes one can deactivate/anull another in game even if is marked in GIMS when is reimported.

Edited by Rarefacer
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By the way, it will be cool if someone researched light flags and parameters, what do they do?

 

===

 

New update's available!

It contains a bunch of import\export speed and memory consumption improvements, fixes, and some other stuff.

 

ChangeLog:

GIMS Evo GTA V core release 14.1.2017 11:13 UTC

 

Added system memory check before models export
Added import dialog separate file types
Improved import and export speed and memory consumption, it's 2 times better now
Optimized MAXFactory.SPSToGIMSParamType fn
Changed default shader parameter values to minimum
Changed BufferMgr mode to #StreamTxt for RAM economy on import and export
Replaced an exception on import or export when needed vertex declaration doesn't exist with a result generation
Restricted non-composite model collisions, since they won't work anyway
Fixed model normals import and export
Fixed collision limits and their checks
Fixed model mesh "Edit mesh" and "Edit poly" modifiers handling at export
Fixed model collisions origin export

Edited by 3Doomer
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By the way, it will be cool if someone researched light flags and parameters, what do they do?

I had tested the flags a few times but for some reasons they don't appear or no effect.

1. I put 32 omni lights on the scene, I set the flags to them by order (1st light - 1st unknown time flag, etc). They didn't spawn.

2. I modified original lights and set first ten simple flags - nothing changed (I didn't notice any differences).

 

I have some plans to research them again so you should waiting for some results.

Edited by IgorX
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There's something I should tell about model collisions.

 

We've found that model collisions base must be composite, because all other types(box, sphere, mesh, etc) won't work ingame.
I know that phone collision is not a composite in the original files, but I don't think it works there as a collision anyway.

If someone can prove that the collision actually works with the original phone models(prop_phone_ing_03 and other), I can allow other collision base types, but now it's only a composite that's allowed to export.

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MrGTAmodsgerman

There's something I should tell about model collisions.

 

We've found that model collisions base must be composite, because all other types(box, sphere, mesh, etc) won't work ingame.

I know that phone collision is not a composite in the original files, but I don't think it works there as a collision anyway.

If someone can prove that the collision actually works with the original phone models(prop_phone_ing_03 and other), I can allow other collision base types, but now it's only a composite that's allowed to export.

The phone collision act dynamic on original models. So when i hit it with the player it falls to the ground.

But how can i test it on original import/export if i am not allowed to export the collision anymore?

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There's something I should tell about model collisions.

 

We've found that model collisions base must be composite, because all other types(box, sphere, mesh, etc) won't work ingame.

I know that phone collision is not a composite in the original files, but I don't think it works there as a collision anyway.

If someone can prove that the collision actually works with the original phone models(prop_phone_ing_03 and other), I can allow other collision base types, but now it's only a composite that's allowed to export.

The phone collision act dynamic on original models. So when i hit it with the player it falls to the ground.

But how can i test it on original import/export if i am not allowed to export the collision anymore?

 

Okay, I'll let it be as it was then.

Any ideas why phone collisions work when they aren't in composite, while most of other models collisions won't?

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MrGTAmodsgerman

 

 

There's something I should tell about model collisions.

 

We've found that model collisions base must be composite, because all other types(box, sphere, mesh, etc) won't work ingame.

I know that phone collision is not a composite in the original files, but I don't think it works there as a collision anyway.

If someone can prove that the collision actually works with the original phone models(prop_phone_ing_03 and other), I can allow other collision base types, but now it's only a composite that's allowed to export.

The phone collision act dynamic on original models. So when i hit it with the player it falls to the ground.

But how can i test it on original import/export if i am not allowed to export the collision anymore?

 

Okay, I'll let it be as it was then.

Any ideas why phone collisions work when they aren't in composite, while most of other models collisions won't?

 

Yea because it works only as collide shape. It doesn't need any bullet trace or something like that. It only let the object collide with the player and the world without needing hq collision bullet tracement. Its a other type

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There's something I should tell about model collisions.

 

We've found that model collisions base must be composite, because all other types(box, sphere, mesh, etc) won't work ingame.

I know that phone collision is not a composite in the original files, but I don't think it works there as a collision anyway.

If someone can prove that the collision actually works with the original phone models(prop_phone_ing_03 and other), I can allow other collision base types, but now it's only a composite that's allowed to export.

The phone collision act dynamic on original models. So when i hit it with the player it falls to the ground.

But how can i test it on original import/export if i am not allowed to export the collision anymore?

 

Okay, I'll let it be as it was then.

Any ideas why phone collisions work when they aren't in composite, while most of other models collisions won't?

 

Yea because it works only as collide shape. It doesn't need any bullet trace or something like that. It only let the object collide with the player and the world without needing hq collision bullet tracement. Its a other type

 

So, it's working one way only? The phone can lie on the ground, but ped and cars aren't affected by its collision?

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MrGTAmodsgerman

 

 

 

 

There's something I should tell about model collisions.

 

We've found that model collisions base must be composite, because all other types(box, sphere, mesh, etc) won't work ingame.

I know that phone collision is not a composite in the original files, but I don't think it works there as a collision anyway.

If someone can prove that the collision actually works with the original phone models(prop_phone_ing_03 and other), I can allow other collision base types, but now it's only a composite that's allowed to export.

The phone collision act dynamic on original models. So when i hit it with the player it falls to the ground.

But how can i test it on original import/export if i am not allowed to export the collision anymore?

 

Okay, I'll let it be as it was then.

Any ideas why phone collisions work when they aren't in composite, while most of other models collisions won't?

 

Yea because it works only as collide shape. It doesn't need any bullet trace or something like that. It only let the object collide with the player and the world without needing hq collision bullet tracement. Its a other type

 

So, it's working one way only? The phone can lie on the ground, but ped and cars aren't affected by its collision?

 

They are all affected by the collision, but the phone model itself can not get any bullet trace. It only will smashed away by gun bullets.

rVHUulc.png

 

So no gun holes in the phone

Edited by MrGTAmodsgerman
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"Keep calm and update GIMS"

 

ChangeLog:

GIMS Evo GTA V core release 14.1.2017 14:57 UTC

Allowed non-composite model collisions
Fixed parentless model meshes export
Fixed undefined Materials value passing to the DumpMesh fn from StructFromScene fn
Edited by 3Doomer
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Why YDR models are imported with a bone, even if it's not required to export by your script?

HHnErXC.png


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Here I have some Time Flags researched :

unk 1 - 00:00
unk 2 - 01:00
unk 3 - 02:00
unk 4 - 03:00
unk 5 - 04:00
unk 6 - 05:00
unk 7 - 06:00
unk 8 - 07:00
unk 9 - 08:00
unk 10 - 09:00
unk 11 - 10:00
unk 12 - 11:00
unk 13 - 12:00
unk 14 - 13:00
unk 15 - 14:00
unk 16 - 15:00
unk 17 - 16:00
unk 18 - 17:00
unk 19 - 18:00
unk 20 - 19:00 (there's unk30 mistake)
unk 21 - 20:00
unk 22 - 21:00
unk 23 - 22:00
unk 24 - 23:00

 

I suppose a meaning of between unk25 and unk32 may be related to days of week or time modifiers. I will check them a bit later.

Edited by IgorX
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MrGTAmodsgerman

Here I have some Time Flags researched :

unk 1 - 00:00

unk 2 - 01:00

unk 3 - 02:00

unk 4 - 03:00

unk 5 - 04:00

unk 6 - 05:00

unk 7 - 06:00

unk 8 - 07:00

unk 9 - 08:00

unk 10 - 09:00

unk 11 - 10:00

unk 12 - 11:00

unk 13 - 12:00

unk 14 - 13:00

unk 15 - 14:00

unk 16 - 15:00

unk 17 - 16:00

unk 18 - 17:00

unk 19 - 18:00

unk 20 - 19:00 (there's unk30 mistake)

unk 21 - 20:00

unk 22 - 21:00

unk 23 - 22:00

unk 24 - 23:00

 

I suppose a meaning of between unk25 and unk32 may be related to days of week or time modifiers. I will check them a bit later.

Post this into the documentation thread to find it fast if we need it :)

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I can't really help, because I haven't tested anything ingame.

 

All I know now is collisions must be composite both for models and map YBNs.

Need to convert ydr files to ybn for better collision?

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Why YDR models are imported with a bone, even if it's not required to export by your script?

GIMS import everything thats in the model. If there're bones, they will beimported as well.

Of course, they aren't necessary. The bones're mostly used for animation, and lights can also be linked to them.

 

Here I have some Time Flags researched :

unk 1 - 00:00

unk 2 - 01:00

unk 3 - 02:00

unk 4 - 03:00

unk 5 - 04:00

unk 6 - 05:00

unk 7 - 06:00

unk 8 - 07:00

unk 9 - 08:00

unk 10 - 09:00

unk 11 - 10:00

unk 12 - 11:00

unk 13 - 12:00

unk 14 - 13:00

unk 15 - 14:00

unk 16 - 15:00

unk 17 - 16:00

unk 18 - 17:00

unk 19 - 18:00

unk 20 - 19:00 (there's unk30 mistake)

unk 21 - 20:00

unk 22 - 21:00

unk 23 - 22:00

unk 24 - 23:00

 

I suppose a meaning of between unk25 and unk32 may be related to days of week or time modifiers. I will check them a bit later.

Thanks! I'll update GIMS UI when you're ready with the research.

 

 

I can't really help, because I haven't tested anything ingame.

 

All I know now is collisions must be composite both for models and map YBNs.

Need to convert ydr files to ybn for better collision?

 

I'm just saying that collisions won't work for custom models if they aren't composite(but several ingame models like mobile phones work).

You can put collisions in YDR, or make separate YBN(like map collisions're made ingame), but YBN isn't moved with the model - you must place it when the model would be spawned.

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By the way, it will be cool if someone researched light flags and parameters, what do they do?

 

===

 

New update's available!

It contains a bunch of import\export speed and memory consumption improvements, fixes, and some other stuff.

 

ChangeLog:

GIMS Evo GTA V core release 14.1.2017 11:13 UTC

 

Added system memory check before models export

Added import dialog separate file types

Improved import and export speed and memory consumption, it's 2 times better now

Optimized MAXFactory.SPSToGIMSParamType fn

Changed default shader parameter values to minimum

Changed BufferMgr mode to #StreamTxt for RAM economy on import and export

Replaced an exception on import or export when needed vertex declaration doesn't exist with a result generation

Restricted non-composite model collisions, since they won't work anyway

Fixed model normals import and export

Fixed collision limits and their checks

Fixed model mesh "Edit mesh" and "Edit poly" modifiers handling at export

Fixed model collisions origin export

Since the update ydr files are no longer collision, why?

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Maybe because you're doing them wrong? I dunno.

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Thanks! I'll update GIMS UI when you're ready with the research.

Due to the lack of time I can't research all flags. Anyway I got something new:

 

TimeFlags:

unk25-unk27 and unk32 are working 24:7. I didn't notice any differences

unk28-unk31 are not tested yet.

Light Flags:

unk 10 - corona arise last 2(?) hours

unk 11 - electrical hum 1

unk 12 - electrical hum 2

unk 13 - roundish corona - http://i.imgur.com/8NiqxYJ.jpg

unk 14-17 - no effect or corona size/texutre (requires additional tests)

unk 18 - invisible corona (can be visible in menu only)

 

You can update UI because I will check others at weekends only.

Edited by IgorX
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Bugs founded in 3ds Max since 2014 until latest versions. The exported ped models works fine in game (even showing a little lag when are called to spawn) but the .ydd is bigger than the same ped model exported from 3dsMax 2012 (in the test the .ydd from 3dsMax 2012 has 300 kb and the same model exported from 3dsMax 2014-2017 versions has 500 kb without any embedded texture).

In the OpenIV Model Viewer is clear the reasson, a lot of undesired objects appears like a splitted-mesh fragments.
Also the GIMS Evo export time is longer in 3dsMax 2014-2017 (almost the triple).

http://imgur.com/3HEN3Go

Edited by Rarefacer
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Bugs founded in 3ds Max since 2014 until latest versions. The exported ped models works fine in game (even showing a little lag when are called to spawn) but the .ydd is bigger than the same ped model exported from 3dsMax 2012 (in the test the .ydd from 3dsMax 2012 has 300 kb and the same model exported from 3dsMax 2014-2017 versions has 500 kb without any embedded texture).

 

In the OpenIV Model Viewer is clear the reasson, a lot of undesired objects appears like a splitted-mesh fragments.

Also the GIMS Evo export time is longer in 3dsMax 2014-2017 (almost the triple).

 

http://imgur.com/3HEN3Go

 

 

Interesting. Send me MAX scene please...

Also, I don't recommend using GIMS in MAX 2017. I've seen some weird error reports from it, and can't guarantee anything.

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Interesting. Send me MAX scene please...

 

Also, I don't recommend using GIMS in MAX 2017. I've seen some weird error reports from it, and can't guarantee anything.

 

 

The problem occurs with any sort of .ydd files. It exports .mesh file with bunch of trash and separate some parts of the model.

http://dropmefiles.com/gYSnh

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Interesting. Send me MAX scene please...

 

Also, I don't recommend using GIMS in MAX 2017. I've seen some weird error reports from it, and can't guarantee anything.

 

 

The problem occurs with any sort of .ydd files. It exports .mesh file with bunch of trash and separate some parts of the model.

http://dropmefiles.com/gYSnh

 

Well, don't use 2017 then. I use 9 , 2009, and 2016 - haven't seen such issues.

Autodesk totally f***ed up with MAX 2017, and I won't check it out yet. Only when they fix their sh*t(after several service packs).

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Well, don't use 2017 then. I use 9 , 2009, and 2016 - haven't seen such issues.

Autodesk totally f***ed up with MAX 2017, and I won't check it out yet. Only when they fix their sh*t(after several service packs).

 

It happens with 3ds max 2014.

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Well, don't use 2017 then. I use 9 , 2009, and 2016 - haven't seen such issues.

Autodesk totally f***ed up with MAX 2017, and I won't check it out yet. Only when they fix their sh*t(after several service packs).

 

It happens with 3ds max 2014.

 

I'll be glad to check that if you tell me how to reproduce that issue on my PC - what's the file(name and exact location) you're importing, and what're you doing with in in the scene before export.

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