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[V|REL] GIMS Evo for GTA V


3Doomer
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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.

 

 

You need to do the following steps:

1. go to x64e.rpf\levels\gta5\minimap.rpf\ and export minimap_3_0 as odd

2. Run 3ds max 2014 and GIMS. Import minimap_3_0.odd

3. Export it to other or the same directory. Finished.

 

Before: 375KB

After: 1,77MB

 

If you can't reproduce this bug I can provide my TeamViewer (pm)

Edited by IgorX
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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.

 

 

You need to do the following steps:

1. go to x64e.rpf\levels\gta5\minimap.rpf\ and export minimap_3_0 as odd

2. Run 3ds max 2014 and GIMS. Import minimap_3_0.odd

3. Export it to other or the same directory. Finished.

 

Before: 375KB

After: 1,77MB

 

If you can't reproduce this bug I can provide my TeamViewer (pm)

 

OK I see, it's an import bug...smoothing groups're different in each face.

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MrGTAmodsgerman

Inserting an animated gif image instead of jpg on the object is it possible?

Yea, but all embedded textures will be converted into a DDS file. So it doesn't make sense! It will only increase the chance that you have errors or any other issue. Just convert your textures to dds with not more than 9 MipMaps before you embed them. That is the best way to prevent issues

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BS_BlackScout

Man, that's shiny as f*ck...

Did you set all the surface materials to specular?

Edited by BlackScout
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Man, that's shiny as f*ck...

Did you set all the surface materials to specular?

 

Just forgot to set the values right really haha.

I just wanted to export it and see it actually working.

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I've fixed smoothing groups stuff.

 

ChangeLog:

GIMS Evo GTA V core release 16.1.2017 7:39 UTC

Added mesh face group count limit - 65535
Fixed model smoothing groups import in MAX versions after 2012
Fixed mesh faces with zero smoothing group export
Edited by 3Doomer
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Inserting an animated gif image instead of jpg on the object is it possible?

Yea, but all embedded textures will be converted into a DDS file. So it doesn't make sense! It will only increase the chance that you have errors or any other issue. Just convert your textures to dds with not more than 9 MipMaps before you embed them. That is the best way to prevent issuesOk thank you
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That's mapping related stuff.

Edited by 3Doomer
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You need to use .ytyp to manipulate the lod distance .

We find that or?

That's mapping related stuff.

We fix this problem with 3ds max?
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Words cannot describe how happy I'm 3Doomer was born.

GTA5_2017_01_16_21_20_46_62.png

@Quechus13

Can your mod increase (AddonProps 1.1 STABLE) the display distance of an object create with Gims Evo?

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Words cannot describe how happy I'm 3Doomer was born.

GTA5_2017_01_16_21_20_46_62.png

@Quechus13

Can your mod increase (AddonProps 1.1 STABLE) the display distance of an object create with Gims Evo?

 

I use 1100 and my objects show up fine.

 

GTA5_2017_01_17_02_08_24_91.png

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Words cannot describe how happy I'm 3Doomer was born.

GTA5_2017_01_16_21_20_46_62.png

@Quechus13

Can your mod increase (AddonProps 1.1 STABLE) the display distance of an object create with Gims Evo?

 

I use 1100 and my objects show up fine.

 

GTA5_2017_01_17_02_08_24_91.png

Ok I will see thank you Edited by walern31
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Dear 3Doomer!

I need help about the latest GIMS EVO exporter from 3ds MAx to GTA V.

I exported a mortal kombat model into GTA 5 ,but its flickering and jumping out from the rig. Than I exported a base GTA 5 model into the game that not works too.
The problem is that, you can see in the linked screenshots:
http://www.mediafire.com/view/7e1rhf10i19rm1u/swKz0Q.jpg
http://www.mediafire.com/view/2674aodgj0wwp9w/swKmfm.jpg
http://www.mediafire.com/view/a9wx2vtpvw2avo0/swGiFk.jpg

The question is , how to fix this export error?


Facts: I have 3ds Max 2012, I usually use it to export into GTA 4 with luck, but cant export correctly into gta 5.

http://www.mediafire.com/view/tz8r0lrex0a95w8/export_%285%29.png

http://www.mediafire.com/view/j12mlebcpge8c1i/export_%284%29.png

http://www.mediafire.com/view/waasqobh10055i6/export_%282%29.png

http://www.mediafire.com/view/llhbecex2kfycy6/export_%283%29.png

On the pics you can see the test model, what I imported directly from GTA 5 into 3ds Max with gims evo, than I exported it without any changes into gta v again, and the result is that. So I think not my former rigging method is the problem with other models. It seems like the model is not sincronised well with the rig, but I don't know why? I checked the abs. effect in the envelope section, but everything seems all right the mesh is correctly located in every part into the rig. Can you see Evo's error message on the pic? Is this an usual "nonsense forget about it" error message, or what does it means? I think GTA base model rig structure must bee good enough to export it again into the game.
Can somebody help to find the solution?

I think this is any incompatibility between Gims Evo and 3ds Max 2012 version. Exactly the same error was long time ago with gims Iv to GTA 4 in almost every other versions of 3ds max, but 2012 ver. works well.

But Gims Evo not works fine,seems like incompatibility with the 2012 version.

Can somebody confirm that evo works fine in max 2012? Which max versions are you using?

Thanks, if you can help!

Edited by Innerfire
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Dear 3Doomer!

I need help about the latest GIMS EVO exporter from 3ds MAx to GTA V.

I exported a mortal kombat model into GTA 5 ,but its flickering and jumping out from the rig. Than I exported a base GTA 5 model into the game that not works too.

The problem is that, you can see in the linked screenshots:

http://www.mediafire.com/view/7e1rhf10i19rm1u/swKz0Q.jpg

http://www.mediafire.com/view/2674aodgj0wwp9w/swKmfm.jpg

http://www.mediafire.com/view/a9wx2vtpvw2avo0/swGiFk.jpg

The question is , how to fix this export error?

Facts: I have 3ds Max 2012, I usually use it to export into GTA 4 with luck, but cant export correctly into gta 5.

http://www.mediafire.com/view/tz8r0lrex0a95w8/export_%285%29.png

http://www.mediafire.com/view/j12mlebcpge8c1i/export_%284%29.png

http://www.mediafire.com/view/waasqobh10055i6/export_%282%29.png

http://www.mediafire.com/view/llhbecex2kfycy6/export_%283%29.png

On the pics you can see the test model, what I imported directly from GTA 5 into 3ds Max with gims evo, than I exported it without any changes into gta v again, and the result is that. So I think not my former rigging method is the problem with other models. It seems like the model is not sincronised well with the rig, but I don't know why? I checked the abs. effect in the envelope section, but everything seems all right the mesh is correctly located in every part into the rig. Can you see Evo's error message on the pic? Is this an usual "nonsense forget about it" error message, or what does it means? I think GTA base model rig structure must bee good enough to export it again into the game.

Can somebody help to find the solution?

I think this is any incompatibility between Gims Evo and 3ds Max 2012 version. Exactly the same error was long time ago with gims Iv to GTA 4 in almost every other versions of 3ds max, but 2012 ver. works well.

But Gims Evo not works fine,seems like incompatibility with the 2012 version.

Can somebody confirm that evo works fine in max 2012? Which max versions are you using?

Thanks, if you can help!

 

GIMS Evo works fine exporting peds to GTA V from 3ds Max 2012 (latest versions also works for peds, I tested all versions since the 2012).

 

You sure are omitting a step, the ped's skeleton. If your method is import from GTA V any ped and then see its bones IDs, are renamed to 0, is that your problem. You need to asign the correct ID and name to each bone accord to the used by the game (check any ped in the OpenIV Model Viewer in Skeleton window to see the original name and ID for each bone).

Edited by Rarefacer
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Hey, so I'm new to GIMS but I'm loving it so far. I'm creating a basic terrain, but I need some help. The terrain is just a simple prop exported from unity into 3ds max, but I'm not sure how to setup the collision properly. I have exported a collision mesh along with the model, and I was wondering is there any way to load that collision within GTA? Also I'm not sure what parameters need to be checked in the collision mesh modifier. Thanks!

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You sure are omitting a step, the ped's skeleton. If your method is import from GTA V any ped and then see its bones IDs, are renamed to 0, is that your problem. You need to asign the correct ID and name to each bone accord to the used by the game (check any ped in the OpenIV Model Viewer in Skeleton window to see the original name and ID for each bone).

Hey, so I'm new to GIMS but I'm loving it so far. I'm creating a basic terrain, but I need some help. The terrain is just a simple prop exported from unity into 3ds max, but I'm not sure how to setup the collision properly. I have exported a collision mesh along with the model, and I was wondering is there any way to load that collision within GTA? Also I'm not sure what parameters need to be checked in the collision mesh modifier. Thanks!

 

 

I've just created a FAQ section in the 1st post of this thread for you and same other people ...you're welcome there.

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Thank you guys for the fast reply, you are the MEN!

 

So the prob is that, the rig part's name are bone 2, 4, 25 .... instead of pelvis, l.upper arm and others like this?

So I need to rename the for example : Bone 1 to Pelvis? And this will works fine?

Gims Iv automaticly name the bones correctly what is sould be, but evo names them to bone and numbers.

Will this be changing in the future release improvements of G.Evo?

Thanks for the reply!

 

 

 

 

OFF:

I would like to ask you about another problem, but I don't know where to ask it in here anybody to see: Please give a link, or put this question out to that topic:

So In GTA 4 modding, When I import the new model into the game with GIMS IV, and the model got shot by another ped, the texture become very shiny! How to fix it?

I think when the game put the bloody textures onto the model's texture surface automaticly, the prob generated that time. How to disable the bloody ingame textures, or fix the shinyness? Are these the collision maps?

Thanks if somebody know the solution!

 

Regards!

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For the first question, read the first FAQ entry in the 1st post of that topic. You don't need to rename the bones.

 

For "OFF": you should tweak some material parameters using GIMS material editor(it's button in the GIMS window)..

Edited by 3Doomer
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YESSS! I red the FAQ and I can confirm, the additional "FULL" magicword did the job, now I can see the rig structure with their names correctly!!

http://www.mediafire.com/view/41pig7xo1dsoz8i/export_%282%29.jpg

 

 

LAST OFF:

http://www.mediafire.com/view/dmzb64up4jy2az7/export_%282%29%282%29.jpg

On this picture the parameters tab. Please, tell me the right option to fix shiny bloody texture error. Blendshape will be the correct one, or reflect alpha?

I usually chose GTA_Ped option, the first one.

Is that a large problem? if a model hasn't got specular map, only diffuse and normal! ?

and this is the question about GIMS Evo material editor too, what is the best option to choose in parameters tab, and if the model hasn't got specular map, what should I choose for the right option by the bumpiness level% ? I usually lower it to 0.1 % and its really okay, not so shiny.

 

Thanks for the help! Regards.

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"Shininess" is tuned with "Specular Intensity" parameter. You can set that to 0.

OR

If the selected shader and parameter set has a specular map slot, don't leave it empty - that can make everything shiny. You can select another shader without that slot if you want, or you can make totally black texture and put it in that slot.

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Yo, thanks. The FAQ is pretty helpful. I'm not sure if anyone already asked but, is it possible to apply the UV Coords to the model? Sorry if this is a dumb question but it's something I could really use right now.

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Hey 3Doomer, can you help me with these bugs?

 

1° the ped just keep shaking on open spaces, it doesnt happens when I'm inside buildings.
2° The textures just changes all the time, some times looks like the Specular intensity increases, some times the Normal intensity increases.
VIDEO:
Edited by Morrice
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When a Map Reference Helper will be added to gims evo? there was one in gims iv.

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