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[V|REL] GIMS Evo for GTA V


3Doomer
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hello, i have a question :

how would i go about ripping an interior from that stilthouse dlc through Gims EVO?

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Well, you can go illegal nuts and extract models with OpenIV, then import them with GIMS into MAX...but GIMS won't place objects when they should be because there's no such thing as ytyp or ymap import.

Edited by 3Doomer
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I'm currently thinking how to do that properly(concept-wise).

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Well, you can go illegal nuts and extract models with OpenIV, then import them with GIMS into MAX...but GIMS won't place objects when they should be because there's no such thing as ytyp or ymap import

could you give a tut on how to do it ? im a Hardcore noob man im sry but i just want to see how it would look if it was actually done

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You can look up on YouTube or something.

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Don't know yet.

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I'd like to see that odr file please...

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Yes, some.

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I'd like to see that odr file please...

Sent you the file in a PM.

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MrGTAmodsgerman

Don't know yet.

Now without OpenIV progress, we won't see any vehicles editing in the future right? :(

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Probably no.

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MrGTAmodsgerman

Probably no.

So no in the way that you agree with my question? So no vehicles editing?

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As far as I see, no vehicles without OIV.

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Terry_Kaffarov

hey,i need some help,i converted a head model but everytime i import it with open formats i get this result

 

https://ibb.co/nkhESkis

 

there a way to fix the quality drop?

oh,and when i import the model upscaled(big like skyscraper) its normal

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Your link is all kind of broken. It doesn't work at all.

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GIMS doesn't currently support facial bones skinning.

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MrGTAmodsgerman

What is the difference between these 2 collision types?

bXzr5h6.png

BVH and Geometry?

 

And what is Room ID on the collision material?

Edited by MrGTAmodsgerman
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The difference's the same as it was in GTA IV - it's collision type(static/dynamic if you wish, but it's not quite true).

 

I believe Room ID is somehow used for interiors.

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Headshots_Ops

Hello

 

I am trying to add another sign to the IAA building.
The added model shows up as expected however the texture of the building seems to have darkened, as if 2 identical textures were colliding.
This is how it looks
r0ci3a.png

And this is compared to the FIB building
28p75g.png

As you can see, the textures have gone darker.
I've followed the following steps:
- I modeled the sign by importing a path from illustrator, then converting it to a mesh and extruded it.
- I rotated it 90 degrees about the x axis
- I exported the model in 3DS format
- I opened a new scene and imported the IAA building
- Then i imported the saved model and put it in the desired position
- I applied textures to it using the material editor
- I used the attach function to attach the sign to the building
- I fixed the hierarchy
- Then I exported

Thanks for your time!

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Obviously, something's gone bad. Are all textures OK in Max?

Try to avoid "combine" option when attaching meshes.

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MrGTAmodsgerman

I used GIMS EVO yesterday to fishing collision IDs for using them on vehicles collision in ZM! Awesome! It works! And yea i convert my vehicle collison from ZM to YDR>ODR>3Ds Max>ODR>YDR>to ZM>YFT :D Do you think its possible to start doing vehicle shaders on a car model, map them and exporting it to YDR to continue the convert to YFT in ZM? What i know is, GIMS EVO seems to have no problems for importing and exporting my vehicle tyre pack that is in YDR format.

 

I am asking this because, some shaders in ZM are so bugged, and only vanilla ones in ZM have them correctly, but there its unable to create a mesh with that shader correctly like vanilla vehicles.

Edited by MrGTAmodsgerman
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Yeah, I believe GIMS manages shaders just fine.

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Headshots_Ops

Obviously, something's gone bad. Are all textures OK in Max?

Try to avoid "combine" option when attaching meshes.

The textures seem to be fine. I assume you mean not to check "condense"? I've tried all methods of attaching but no avail

Also, I've re-imported the exported file and then max shows the textures darker as well. However they appear normal after exporting it the first time.

I had this problem with the FIB building as well a couple of days ago, and it seemed to only occur whenever the added model was rotated about the x axis prior to attaching. I was able to fix it then by modeling it in the right orientation in a clean scene and then importing it to the imported FIB building and attaching. However this doesn't seem to work with the IAA building.

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