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[V|REL] GIMS Evo for GTA V


3Doomer
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what have you done to get that result? is it exported and imported back, or what?

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@3Doomer

went i select unwrap UVM in modifier list,

the model become like that but went i delete

unwrap UVM the model looks good(default)

i'm use 3ds max 2016

Edited by Bad Company
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That's fine. MAX doesn't like pretty normals and puts its ugly own sometimes.

Edited by 3Doomer
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@3Doomer

How can I easily convert a dummy of model to be compatibile with GTAV?

HHnErXC.png


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Open GIMS, press "Create object" button, then "Models", then "Model", and then click in the viewport.

Then, you align that new node with your dummy(with MAX Align tool), and they you use schematic view to reparent all children of your dummy to the new node.

 

If your model consists of only one mesh, you can just unparent it, select that mesh and put "Mesh modifier" from the same GIMS page as described(modifier creation works with object selection).

 

Dummy bones can be converted to GTA V by putting "Bone modifier" on them. Actually, that modifier can be applied to any object, so you can use pretty much everything as a bone, if you really need.

Edited by 3Doomer
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I knew this way, but I wanna automatize it, I don't have only one mesh to export.

HHnErXC.png


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OK, I'll make a model modifier too then.

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Sounds promising.

HHnErXC.png


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You can use some simple script like this for now:

for o in Selection do (	imp = (EGIMS_V_Model Name:o.name Transform:o.Transform)	imp.Parent = o.Parent	o.Children.Parent = imp)
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I forgot to mention - when GIMS EVO is exporting a mesh, materials are converting to V ones. But embeeded textures aren't keep anymore, could you look into it?

HHnErXC.png


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@3Doomer

how to fix it?

because i want release the model &

how to edit ymt file?(add new clothes)

Edited by Bad Company
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@3Doomer

went i attach the helmet to belt(combine it not replace)

uvm looks ugly (picture)

because same material?or cannot

attach other model?

poor english

Edited by Bad Company
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Troublesome96_

I'm trying to replace the Franklin's face bandanna with the multiplayer face bandanna but for some reason it flies up over Franklin constantly instead of being on his face.The texture works fine and it loads ingame fine except for the fact that it flies around Franklin. I edited it using GIMS of course and used the vertex and attach method that was used in MTH's video tutorial. This is probably the best I can explain because for some reason GTA V won't let me export any videos so I can't show what's happening. Anyone know what I could be doing wrong in 3dsmax or what I should do to stop the bandanna from doing that?

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I forgot to mention - when GIMS EVO is exporting a mesh, materials are converting to V ones. But embeeded textures aren't keep anymore, could you look into it?

Are we talking about MP3 or IV materials conversion? I can do that...all other material types haven't got an embed flag, so their textures will be external by default.

 

@3Doomer

how to fix it?

because i want release the model &

how to edit ymt file?(add new clothes)

Iduno how to edit ymt

 

@3Doomer

went i attach the helmet to belt(combine it not replace)

uvm looks ugly (picture)

because same material?or cannot

attach other model?

poor english

you can Weld all vertices with 0.001 coeficient, select all faces, and auto-assign smothing groups...

I'll try to fm something with that issue, but normals're pain in MAX, so don't expect any magic.

I'm trying to replace the Franklin's face bandanna with the multiplayer face bandanna but for some reason it flies up over Franklin constantly instead of being on his face.The texture works fine and it loads ingame fine except for the fact that it flies around Franklin. I edited it using GIMS of course and used the vertex and attach method that was used in MTH's video tutorial. This is probably the best I can explain because for some reason GTA V won't let me export any videos so I can't show what's happening. Anyone know what I could be doing wrong in 3dsmax or what I should do to stop the bandanna from doing that?

GIMS currently has some face skining issues, will be fixed later.

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@3Doomer Hey man Thanks for the GIMS Evo Script, I'm trying to rig a character to GTAV and every time I try that either the game crash or the polys of the character goes crazy like a music waves, I know you probably thinking I did it wrong but I'm sure I didn't because I did the same like in Zmodeler. I imported the original character from GTAV (Ig_bankman) into 3Ds Max 15 and it has been imported correctly and I imported my character and I positioned it with GTAV character properly with the skeleton and I copied the weight to my character and I textured it in the materials section of the GIMS Evo window (PED/PED) with Diffuse/Specular/Normal, and I exported it, imported it to the game, tested it, sometimes the game won't crash but the character weight is garbage, it's all waves of polys and the textures, it's like sensitive to the environment ever weapon I touch, Vehicle I enter and my character used their textures instead of his. I've tried it with weapons too, only the weapons they work fine the animation is just great except the material, the same as the characters (Environment sensitivity) Please SOME FIX! Sorry for my Englsh.

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1142 Polygons, no collision

What ?

1) Check the "How to make an embedded model collision?" section of the FAQ in the 1st post. May be, you've forgot to make a Composite collision node, or some Composite child flags're missing?.

 

2) Click "Bounds" in OpenIV viewer(at the top) and check if your collision's in right place relatable to the model geometry. If not, set the pivot of the collision mesh to the same place as the Model node.

 

@3Doomer Hey man Thanks for the GIMS Evo Script, I'm trying to rig a character to GTAV and every time I try that either the game crash or the polys of the character goes crazy like a music waves, I know you probably thinking I did it wrong but I'm sure I didn't because I did the same like in Zmodeler. I imported the original character from GTAV (Ig_bankman) into 3Ds Max 15 and it has been imported correctly and I imported my character and I positioned it with GTAV character properly with the skeleton and I copied the weight to my character and I textured it in the materials section of the GIMS Evo window (PED/PED) with Diffuse/Specular/Normal, and I exported it, imported it to the game, tested it, sometimes the game won't crash but the character weight is garbage, it's all waves of polys and the textures, it's like sensitive to the environment ever weapon I touch, Vehicle I enter and my character used their textures instead of his. I've tried it with weapons too, only the weapons they work fine the animation is just great except the material, the same as the characters (Environment sensitivity) Please SOME FIX! Sorry for my Englsh.

Check the "What to do if model's affected by wind ingame(moving by itself when outdoors)" section of the FAQ in the 1st post.

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@_CP_

thanks,but how to add clothes?

download the beta or full?

That isn't gonna work for Peds.

You can't edit YMT files at the moment that are from Peds.

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@3Doomer

When can I expect fix for embeeded textures in materials?

HHnErXC.png


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@3Doomer

When can I expect fix for embeeded textures in materials?

I'm fixing face skinning(bone count limit) issue, and then making an update with it, model imposter modifier, and improved materials conversion.

I believe it will be available at saturday or sunday.

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Open GIMS, press "Create object" button, then "Models", then "Model", and then click in the viewport.

Then, you align that new node with your dummy(with MAX Align tool), and they you use schematic view to reparent all children of your dummy to the new node.

 

If your model consists of only one mesh, you can just unparent it, select that mesh and put "Mesh modifier" from the same GIMS page as described(modifier creation works with object selection).

 

Dummy bones can be converted to GTA V by putting "Bone modifier" on them. Actually, that modifier can be applied to any object, so you can use pretty much everything as a bone, if you really need.

dummy models to ped with bone?

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