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[V|REL] GIMS Evo for GTA V


3Doomer
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MrGTAmodsgerman

When a Map Reference Helper will be added to gims evo? there was one in gims iv.

THANKS for this question my friend. I want to know that too

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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.

 

1) If your shader has parameters like "Global umParams...", or anything with "um", set all of these to 0. If it isn't the case or doesn't help, paint vertex color channel of your mesh black.

2) Tune specularity shader parameters, may be they're too high. And what's about bumpiness self-changing - I don't know. May be, some other shaders parameters should be changed too.

All of that can be done using GIMS Material editor.

 

When a Map Reference Helper will be added to gims evo? there was one in gims iv.

Work in progress. At first, it will belike minimap. Further in future, there will be collisions map, like it was for IV.

Edited by 3Doomer
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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.

 

1) If your shader has parameters like "Global umParams...", or anything with "um", set all of these to 0. If it isn't the case or doesn't help, paint vertex color channel of your mesh black.

2) Tune specularity shader parameters, may be they're too high. And what's about bumpiness self-changing - I don't know. May be, some other shaders parameters should be changed too.

All of that can be done using GIMS Material editor.

 

When a Map Reference Helper will be added to gims evo? there was one in gims iv.

Work in progress. At first, it will belike minimap. Further in future, there will be collisions map, like it was for IV.

 

A Minimap is going to be very handy

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When I have an object with several mesh collisions does not work
Yet I have merged all the mesh to make one but the collisions do not work

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When I have an object with several mesh collisions does not work

Yet I have merged all the mesh to make one but the collisions do not work

You need to have a separate collision mesh. The hierarchy should be setup like this:

- Model (Dummy) >    - Mesh    - Collision Mesh (Modifier)
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There's a FAQ section in the 1st post.

The hierarchy would be like this:

- Model    - Model mesh    - Composite collision        - Collision Objects(i.e. Meshes with collision modifiers)
Edited by 3Doomer
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Hi guys, Hello 3Doomer!

 

There is a new trouble with the model exporting method into GTA 5, but I don't know what the hell is wrong, I did everything as usual when I ported into gta 4, but this case, it's not working.

 

So the prob is this: The from 3dsMax to Odd export is really slow, you will see some screenshots about the model, you can see the poligoncount too. So this model keeps 7 minutes to export, after that in OpenIv the Odd to Ydd export keeps 17 minutes!! I think It's strange. I used the "Partytarget" named base gta5 modelrig as the swapper rig.

After that, I began to spawn it into the game, but the game crashed, and logged me out to windows. Probably something f*cked up with the material section, but I know every mes's texture located well.

I deleted Id2 and Id3 from the material base of the ported model, I only kept material Id1 with the textures located.

I attach some screenshots, please take a look at them, and you will see what's the situation.

I hope, you will find something solutionlike.

 

http://www.mediafire.com/view/21t7w598l4qbyxa/export.jpg

http://www.mediafire.com/view/7zh7hi6aweh1ezb/export_%282%29%283%29.jpg

http://www.mediafire.com/view/ps09jswj5o4dnzn/export_%283%29.jpg

http://www.mediafire.com/view/2zas31hokil2263/export_%284%29.jpg

http://www.mediafire.com/view/22mkw8pn0x9dm92/export_%285%29.jpg

http://www.mediafire.com/view/2jrb90k3rqfub26/export_%286%29.jpg

http://www.mediafire.com/view/j1fpd623uzf9roq/export_%287%29.jpg

 

Thanks for the help!

 

Regards!

Edited by Innerfire
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There's a FAQ section in the 1st post.

The hierarchy would be like this:

- Model    - Model mesh    - Composite collision        - Collision Objects(i.e. Meshes with collision modifiers)
Thank you

But Error exportation ydr object

 

[1 errors]

1 times: Maximum vertex count of 32767 exceeded in the collision object "TEST_MODEL/EGIMS_V_Col_Composite001/MODEL COLLISION".

That mesh will be skipped. You should subdivide it before export.

[0 warnings]

Edited by walern31
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There's a FAQ section in the 1st post.

The hierarchy would be like this:

- Model    - Model mesh    - Composite collision        - Collision Objects(i.e. Meshes with collision modifiers)
Thank you

But Error exportation ydr object

 

[1 errors]

1 times: Maximum vertex count of 32767 exceeded in the collision object "TEST_MODEL/EGIMS_V_Col_Composite001/MODEL COLLISION".

That mesh will be skipped. You should subdivide it before export.

[0 warnings]

 

It's pretty self-explanatory. your COL is too detailed.

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Hi guys, Hello 3Doomer!

 

There is a new trouble with the model exporting method into GTA 5, but I don't know what the hell is wrong, I did everything as usual when I ported into gta 4, but this case, it's not working.

 

So the prob is this: The from 3dsMax to Odd export is really slow, you will see some screenshots about the model, you can see the poligoncount too. So this model keeps 7 minutes to export, after that in OpenIv the Odd to Ydd export keeps 17 minutes!! I think It's strange. I used the "Partytarget" named base gta5 modelrig as the swapper rig.

After that, I began to spawn it into the game, but the game crashed, and logged me out to windows. Probably something f*cked up with the material section, but I know every mes's texture located well.

I deleted Id2 and Id3 from the material base of the ported model, I only kept material Id1 with the textures located.

I attach some screenshots, please take a look at them, and you will see what's the situation.

I hope, you will find something solutionlike.

 

http://www.mediafire.com/view/21t7w598l4qbyxa/export.jpg

http://www.mediafire.com/view/7zh7hi6aweh1ezb/export_%282%29%283%29.jpg

http://www.mediafire.com/view/ps09jswj5o4dnzn/export_%283%29.jpg

http://www.mediafire.com/view/2zas31hokil2263/export_%284%29.jpg

http://www.mediafire.com/view/22mkw8pn0x9dm92/export_%285%29.jpg

http://www.mediafire.com/view/2jrb90k3rqfub26/export_%286%29.jpg

http://www.mediafire.com/view/j1fpd623uzf9roq/export_%287%29.jpg

 

Thanks for the help!

 

Regards!

Send me MAX scene file and your exported YDD files, I'll take a look...

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Guys, I have made a tutorial on GTA V modding(Rigging models) by using GIMS EVO.. Check this out :D

 

All thanks goes to 3Doomer

 

 

Untitled_1.png

 

 

vlcsnap_2017_01_22_20h13m45s531.png

  • Like 3
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There's a FAQ section in the 1st post.

The hierarchy would be like this:

- Model    - Model mesh    - Composite collision        - Collision Objects(i.e. Meshes with collision modifiers)
Thank you

But Error exportation ydr object

 

[1 errors]

1 times: Maximum vertex count of 32767 exceeded in the collision object "TEST_MODEL/EGIMS_V_Col_Composite001/MODEL COLLISION".

That mesh will be skipped. You should subdivide it before export.

[0 warnings]

 

It's pretty self-explanatory. your COL is too detailed.

When I have an object with several mesh I always have this error message

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Is there any way to batch convert materials to GTA 5 materials. I have tons of materials on this model.

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Is there any way to batch convert materials to GTA 5 materials. I have tons of materials on this model.

 

I want to know this too.

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@3Doomer

An update to increase the number of polygons would be possible?


Is there any way to batch convert materials to GTA 5 materials. I have tons of materials on this model.

 

What is problematic to me is the number of polygons that is far too high
Do you have a trick to improve this?

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@3Doomer

An update to increase the number of polygons would be possible?

Is there any way to batch convert materials to GTA 5 materials. I have tons of materials on this model.

 

What is problematic to me is the number of polygons that is far too high

Do you have a trick to improve this?

 

Use the "Optimize" modifier, and increase the first 2 parameters until you're satisfied.

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MrGTAmodsgerman

 

@3Doomer

An update to increase the number of polygons would be possible?

Is there any way to batch convert materials to GTA 5 materials. I have tons of materials on this model.

 

What is problematic to me is the number of polygons that is far too high

Do you have a trick to improve this?

 

Use the "Optimize" modifier, and increase the first 2 parameters until you're satisfied.

 

The Pro Optimizer would be better! It have alot of more options and can crunch the polygons by hand

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I do not understand
When I put a single object the collisions work
But when I put 2 objects together the collisions no longer works
However, the number of polygons is less than 100

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Is there any way to batch convert materials to GTA 5 materials. I have tons of materials on this model.

Why do you need such thing?

GIMS automatically does that on export. Its material editor also converts currently selected material to a proper type.

 

I do not understand

When I put a single object the collisions work

But when I put 2 objects together the collisions no longer works

However, the number of polygons is less than 100

1) Face or vertex count limits can't be changed.

2) Since you must use Composite collision, you can just split your mesh to make face or vertex count of every piece less than 32767, and put these pieces in Composite node hierarchy.

Edited by 3Doomer
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@3Doomer When I export custom mesh with face bones skinned and trying to import it to OpenIV it messes up model and it looks like this:

uSYEyWil.png
Could you look at this? Below Max scene and ydd, odd files:
https://mega.nz/#!nFIViCbT!8iDIPZ21bo7hm54lpDUpEqM3ADPLBD_4lKqLWju_ZJ4
Thanks.

Edited by Polkien
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That's big issue...will be fixed in the next update.

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You can try to remove unused in skinning bones from the model's hierarchy, that might help.

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Is there any way to batch convert materials to GTA 5 materials. I have tons of materials on this model.

Why do you need such thing?

GIMS automatically does that on export. Its material editor also converts currently selected material to a proper type.

 

I had no idea. I'll have to try that later. So I would be able to export it and then re-import it with the materials converted? I just need it so I can configure them, some of the shaders need to be changed. Thanks for the reply bro, this is a really big step forward for gta. Here's what I've done so far with GIMS EVO: https://forums.gta5-mods.com/topic/6295/script-wip-grand-theft-space

 

I've even went as far as to make my own terrain (with collisions):

 

7cw8fKH.jpg

 

 

All thanks to you, bud.

Edited by sollaholla
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As I've said, "GIMS material editor converts currently selected material to a proper type". You don't need to re-import things.

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As I've said, "GIMS material editor converts currently selected material to a proper type". You don't need to re-import things.

There's over 300 materials, so it's going to take a while to convert all of them.

 

Nevermind, lol.

Edited by sollaholla
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@3Doomer Yes, I've tried that and it helps a little, but mesh is deformed in some places, not so much like with full hierarchy, but still.

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