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[V|REL] GIMS Evo for GTA V


3Doomer
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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.

 

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

 

Optimiz pro greatly deteriorates my object

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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

 

Optimiz pro greatly deteriorates my object

 

You need to find the perfect setting for your objects. This is for a pro! But dude! Collision objects have so be primitive simple box cube and so on objects. You need to cover your main objects with primitive objects

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walern31, on 24 Jan 2017 - 1:07 PM, said:
Over 1000 polygons collisions do not work

It takes less than 1000 polygons for collisions to work ...

 

Is that BVH, or Geometry type collision mesh? May be, some extra composite child flags needed?


https://snag.gy/MXj5qr.jpg

https://snag.gy/r5f4sF.jpg

https://snag.gy/a7Cu8e.jpg

 

Why is the collision not on place after export??
and I split it to be smaller tha 1000 polygons each and it is not working in game

Probably because you should set the pivot of these meshes to the same place where the Composite node located...and Composite node should stay the same place as Model node.

 

This still doesn't support exporting peds yet, right? Curious because this mod seems to claim that you can now.

It can, but there're some issues with face skinning.

Edited by 3Doomer
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walern31, on 24 Jan 2017 - 1:07 PM, said:

Over 1000 polygons collisions do not work

It takes less than 1000 polygons for collisions to work ...

 

Is that BVH, or Geometry type collision mesh? May be, some extra composite child flags needed?

https://snag.gy/MXj5qr.jpg

https://snag.gy/r5f4sF.jpg

https://snag.gy/a7Cu8e.jpg

 

Why is the collision not on place after export??

and I split it to be smaller tha 1000 polygons each and it is not working in game

 

Probably because you should set the pivot of these meshes to the same place where the Composite node located...and Composite node should stay the same place as Model node.

 

This still doesn't support exporting peds yet, right? Curious because this mod seems to claim that you can now.

It can, but there're some issues with face skinning.

Is there a guide on how to do so? Downloaded the version included in the first post, still no option to import skeletons from what I saw, and when I exported the model from 3ds max and imported the .odd into openiv, the result in-game was a messed up skeleton.

Edited by Jax765
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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

Thanks for the tutorial

Is it possible to change the face of franklin by another with 3ds?

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How would I go about dealing with lip movement? Replaced the marine head, and this is the result when he speaks.

GTA5_2017_01_25_04_57_57_865.pngGTA5_2017_01_25_04_58_33_704.png

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Is there a guide on how to do so? Downloaded the version included in the first post, still no option to import skeletons from what I saw, and when I exported the model from 3ds max and imported the .odd into openiv, the result in-game was a messed up skeleton.

 

If you're importing the ped with FULL skeleton file(see FAQ in 1st post), it should be exported fine. Also, you can't change any of the skeleton bone positions(well you can, but it will be messed up ingame).

 

@3Doomer

You can not make an update to increase the number of polygons to process?

Increase what?

 

@3Doomer

is it possible add new component to ped?

What do you mean by "component"?

 

How would I go about dealing with lip movement? Replaced the marine head, and this is the result when he speaks.

You have some lip skinning issues, probably they're weighted wrong.

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Over 1000 polygons collisions do not work

It takes less than 1000 polygons for collisions to work ...

You must be doing something wrong.

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@3Doomer

add more clothes without replace it &

why my model become glitters as if he came out of the water

sorry poor english

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@3Doomer

add more clothes without replace it &

why my model become glitters as if he came out of the water

sorry poor english

You can add more clothes, you just need to edit the ped YMT file.

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Is there a guide on how to do so? Downloaded the version included in the first post, still no option to import skeletons from what I saw, and when I exported the model from 3ds max and imported the .odd into openiv, the result in-game was a messed up skeleton.

 

If you're importing the ped with FULL skeleton file(see FAQ in 1st post), it should be exported fine. Also, you can't change any of the skeleton bone positions(well you can, but it will be messed up ingame).

 

@3Doomer

You can not make an update to increase the number of polygons to process?

Increase what?

 

@3Doomer

is it possible add new component to ped?

What do you mean by "component"?

 

How would I go about dealing with lip movement? Replaced the marine head, and this is the result when he speaks.

You have some lip skinning issues, probably they're weighted wrong.

 

The new and original heads appear to have the same weight painting. What would I do to sort out the lips? Haven't used 3DS Max before, so this is quite new to me.

 

EDIT: Just remembered that the new head has hands, which I deleted before assigning the rigging. I'm guessing that might be screwing things up?

 

EDIT2: Tried with a different head, this time without hands, still has messed up lips. Would this be the face skinning issue you mentioned earlier?

GTA5_2017_01_25_04_58_33_704.png

GTA5_2017_01_25_14_59_01_508.png

Edited by Jax765
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Yes, it would be exactly that issue. I'm working on the fix...

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HeySlickThatsMe

Great job on these tools!
finally i could use Agent14 Jacket and some other cool stuff that i always wanted

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Another issue I'm seeing. Placed gloves from model onto another. Saw in-game that quality of the model is severely reduced. Doesn't seem to be the case in the 3ds max viewport.

 

Original model with gloves.

fd87fec8ba.png

 

Modified model with gloves.

468a41a166.png

Edited by Jax765
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There're several LOD level meshes in the model, may be yuo've messsed them up?

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@3Doomer why my model looks weird went unwrap uvm?

how to fix it?

Edited by Bad Company
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There're several LOD level meshes in the model, may be yuo've messsed them up?

There's been a few times where, after assigning the vertices to a mesh, the quality suddenly drops. This is with the high quality LOD versions.

Edited by Jax765
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@3Doomer When I import some models I get a "Missing External Files" message saying I'm missing texture files like -

ENV_SMOOTH_CONCRETE.png, ENV_SMOOTH_CONCRETE2.png, ENV_WOOGRAIN.png, ENV_WOOGRAIN_2.png, ENV_NOISE_HEAVY.png

It doesn't seem to make any difference, so it's not a problem, but I'm just wondering why it's asking for these files, as they don't exist in the game files?

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Skeletons for the main characters don't seem to work correctly. Trying to replace one of Trevor's pants models, and I renamed the skeleton to lowr_022_u FULL.skel, to match filenames. Result was this (in-game, the waist is flickering around). If I leave the skeleton filename as player_two FULL.skel, it exports without any rigging.

 

 

EDIT: NVM, seems like I've fixed the issue on my end. Use the original skeleton name (player_two FULL.skel), and the rigging worked this time.

 

 

EDIT2: How do you assign spec and normal maps with gims evo? Material editor only shows an option for diffuse maps.

Edited by Jax765
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@3Doomer why my model looks weird went unwrap uvm?

how to fix it?

What's weird with it?

 

There's been a few times where, after assigning the vertices to a mesh, the quality suddenly drops. This is with the high quality LOD versions.

Well, if you're sure that mesh LOD levels're assigned properly...there's always a possibility that game can't load a HQ mesh(due to some mesh inconsistency, or it's just too highpoly).

 

@3Doomer When I import some models I get a "Missing External Files" message saying I'm missing texture files like -

ENV_SMOOTH_CONCRETE.png, ENV_SMOOTH_CONCRETE2.png, ENV_WOOGRAIN.png, ENV_WOOGRAIN_2.png, ENV_NOISE_HEAVY.png

It doesn't seem to make any difference, so it's not a problem, but I'm just wondering why it's asking for these files, as they don't exist in the game files?

It's asking for files that are used in materials.

Probably, you haven't found those files, or selected wrong texture directory on import.

Some textures can be actually missing though, blame that on R*.

 

EDIT2: How do you assign spec and normal maps with gims evo? Material editor only shows an option for diffuse maps.

GIMS shows all parameters of currently selected shader parameter set. If don't see some, select another parameter set.

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