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[V|REL] GIMS Evo for GTA V


3Doomer
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What's the name of that IAA building model?

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Headshots_Ops

What's the name of that IAA building model?

x64i\levels\gta5\_citye\downtown_01\dt_05\dt1_05_build2_h.ydr

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I see.

Aren't you re-exporting textures from MAX? You wasn't setting embed flags or exporting texture dictionaries, haven't you? MAX likes to darken the textures occasionally, according to scene gamma settings...

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Headshots_Ops

I see.

Aren't you re-exporting textures from MAX? You wasn't setting embed flags or exporting texture dictionaries, haven't you? MAX likes to darken the textures occasionally, according to scene gamma settings...

I didn't set any embedded flags except for the model I added, the other textures I didn't put my hands on.

I've tried these things: - Importing the IAA model but without selecting textures and working with a "naked" model

- Disabled Enable Gamma/LUT correction and disabled Affect Color Selectors, Affect material editor

- I added a teapot and sphere on a clean imported model and that seems to be showing up just fine, so it must have something to do with the model I'm adding I asume? I just can't figure out what that could be

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Well, normals can change if you modify mesh topology. Can you send Max scene that reproduces that issue if I export it?

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Headshots_Ops

Well, normals can change if you modify mesh topology. Can you send Max scene that reproduces that issue if I export it?

I've sent you the file in PM

Thanks

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1- Exported as openformat the s_m_y_robber_01.ydd ped
2- Made a copy of s_m_y_robber_01.skel , moved it where s_m_y_robber_01.odd is and renamed it to ''s_m_y_robber_01 FULL.skel''
3-Exported all textures to a new folder.
4-Imported .odd using GIMS EVO Plugin (last version)
5-Checked all was imported without errors (profit)
6-Exported (without editing anything) all parts to the same openformat location
7-Imported as openformat with openiv.
8-Launched game
9-Spawned ped
10-Skel/bones aren't working:

 

unknown.png

 

Why would bones/skel loose the rigging to the ped parts if i didnt even touched or edited the ped.

 

A clear and helpfull explanation would make it easier for me to understand what iam doing wrong.

 

thanks for all your work doomer!

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I like that detailed explanation!

Will check.

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Haven't got time yet.

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@3Doomer Is there any chance that you could add a feature to this which converts a GTA IV odr to a GTA V odr? It would make converting map mods a hell of a lot easier and you would not have the Vertex Color problem that the FiveM converter has.

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You can just import GTA IV model, add GTA V modifiers to the hierarchy nodes, and export it.

The only difficulty will be the shaders, and I don't exactly know how to properly convert them yet.

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MrGTAmodsgerman

You can just import GTA IV model, add GTA V modifiers to the hierarchy nodes, and export it.

The only difficulty will be the shaders, and I don't exactly know how to properly convert them yet.

Ask the OpenIV team about that, then the converter progress would be useful.

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MrGTAmodsgerman

I still have this material merge problem that i send you months ago. Now i found something wried. It crashes on export with looped materials message. So i decided to set all looped materials in the mesh selection to one ID (Merge it to one material), but after i did this, it still don't help. When i open up GIMS EVO Material editor, it still load looped materials that i already merged. I deleted them then and i can export. But on the next model i tried this, it freeze up 3Ds Max after the delete at some material. I thought GIMS EVO still combine them to one in anyways what every little parameter is different. But from that, i still assign always the same material, for some reason the attach option of 3Ds Max can't handle those GIMS EVO materials.

 

EDIT: I tried it again on my other model. The freeze seems to be randomly

The problem seems to only appear at the material that already was there on import. All other ones are edited copies

Edited by MrGTAmodsgerman
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What's even those "looped materials"?

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Headshots_Ops

hi,everyone .I want to know about this map ,how to do the door and peds and the lights in the map ,anyone know use what's tools?

.

https://www.gta5-mods.com/maps/bridge-to-north-yankton-menyoo#comments_tab. :cool: thanks all.

You are asking how he got the doors to be interactive?

 

Btw @3Doomer

 

The texture/model dictionary isn't supposed to be working yet right?

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why it doesn't work and give me this error? how to fix it? i tried 3dmax 8 and 2009, same thing

2vfQg.png

I use win7, its just skin from win98

Edited by lazlow555
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The texture/model dictionary isn't supposed to be working yet right?

 

It's supposed to be working. I mean, why not?

 

why it doesn't work and give me this error? how to fix it? i tried 3dmax 8 and 2009, same thing

2vfQg.png

I use win7, its just skin from win98

Install all service packs for your MAX version, that could help.

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Headshots_Ops

 

 

The texture/model dictionary isn't supposed to be working yet right?

 

It's supposed to be working. I mean, why not?

 

 

My bad, i forgot to add a game mesh modifier so that's why it didn't let me select any model. And I remember reading in the changelog that the texture dictionary button was added. So I assumed it was acting like a placeholder for now, but nevermind it's working fine.

Apologies

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If you see one in GIMS material editor - yes. Otherwise, no.

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I'm running out of ideas trying to figure out how game uses more than one texture on single mesh like online characters for instance, where one part uses regular diffuse, another part is affected by variable skin colors picking second texture from hell knows where.

As for me the most reasonable way to do it would be using different material ID's, but... no easy ways in GTA - it's not the case.

Vertex colors? - Wrong again, this isn't for it.

A special channel in specular map? Checked each from RGB to alpha - no positive results.

Any thoughts about how this system works?

PS: By the way the same question goes to using of detail maps, but I'm fine leaving this sh*t for later. Thanks in advance.

Edited by manul
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@manul
It's defined in _manifest.ymf in the same RPF where clothes are, like mp_f_freemode_01_mp_f_gunrunning_01.ymt.

Edited by _CP_

HHnErXC.png


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Meshes have more than one UV channel.

They're commonly used for cars.

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Material Editor crashes when I have texture with alpha channel.

The reason is opacity checkbox in standard material. When it turned on you can receive some sort of errors like this:

ANWkq9F.png

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OK, I'll see what I can do.

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Is there any news about the "cloth_default" shader? I've heard that it used to work but now its broken. Are there any planned updates to fix it? This is the prop I want to edit: prop_flag_us

Edited by AHK1221
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Actually, I have no idea how and why it is working or not.

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