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[V|REL] GIMS Evo for GTA V


3Doomer

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What will come first? YDD or YDR Export?

Both. ODD wouldn't be a problem, because it's just a dictionary of ODRs.
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MrGTAmodsgerman

 

What will come first? YDD or YDR Export?

Both. ODD wouldn't be a problem, because it's just a dictionary of ODRs.

 

I really hope that will happend, thanks for the info

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So, does anyone know how I can make a model not disappear when you get away from it?

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So, does anyone know how I can make a model not disappear when you get away from it?

You need to make all LODs in order to see it from a long distance. It means you need to make model with different levels of precision.

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Any progress on GIMS EVO V regarding export of odd and odr files?

I'm kinda busy with my car repair, so...no progress.

Edited by 3Doomer
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So, does anyone know how I can make a model not disappear when you get away from it?

You need to make all LODs in order to see it from a long distance. It means you need to make model with different levels of precision.

 

Any idea on how I could make the 'model with different levels of precision' ?

 

Thanks for helping me out.

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I'm not going to annoy you or anything,but is it going to came out this week?

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Dunno.

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In that case,I might take a little break for this game,because I can't stand using zmodeler.It's driving me insane,so I gave up using that sh*tty tool :/.

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In that case,I might take a little break for this game,because I can't stand using zmodeler.It's driving me insane,so I gave up using that sh*tty tool :/.

I know man...that's bullsh*t.
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MrGTAmodsgerman

 

In that case,I might take a little break for this game,because I can't stand using zmodeler.It's driving me insane,so I gave up using that sh*tty tool :/.

I know man...that's bullsh*t.

 

Its crazy how many bug reports i send to the author of Zmodeler! Its to stupid

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the modding car scene since i can have memory has had zmodeler as is main source, except for that time when making cars with 3dmax was possible at GTASA/VC/III i believe, but what have been for IV/V, theres alot of high quality and excelenty made cars from alot of authors with this tool, sure is not the best, sure is 1 guy developing it, and most important has alot of bullsh*t fails....but to be honest, we are still working with what IV remains in V, like collisions, oleg himself said he has no freaking idea how cars collisions work and that he was lucky IV format somewhat worked for V with some slight modifications....wasnt for that, we would be at stone age to what V modding refers.

On the other side you nice way more quality when talking bug wise and stuff, because OpenIV guys are a team actually, god knows how many of them.

Non the less, i think is really unfair to bash either work, be it 1 guy alone developing it or a team, alot of crap goes into real life making it impossible to keep them to the day, have Doomer for example with fixing his car.

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MrGTAmodsgerman

the modding car scene since i can have memory has had zmodeler as is main source, except for that time when making cars with 3dmax was possible at GTASA/VC/III i believe, but what have been for IV/V, theres alot of high quality and excelenty made cars from alot of authors with this tool, sure is not the best, sure is 1 guy developing it, and most important has alot of bullsh*t fails....but to be honest, we are still working with what IV remains in V, like collisions, oleg himself said he has no freaking idea how cars collisions work and that he was lucky IV format somewhat worked for V with some slight modifications....wasnt for that, we would be at stone age to what V modding refers.

On the other side you nice way more quality when talking bug wise and stuff, because OpenIV guys are a team actually, god knows how many of them.

Non the less, i think is really unfair to bash either work, be it 1 guy alone developing it or a team, alot of crap goes into real life making it impossible to keep them to the day, have Doomer for example with fixing his car.

I understand that but ZMMaker is a really wried person and he drives me crazy. What ever bug i report, ZMMaker try to tell me that it was my fault. He trying to tell me alternatves for the problem and didnt fix the main source of the problem. For example: Hey ZMMaker, the import of my 3Ds File messed my mesh up in ZM! I try to import the 3ds file in other programs and it still work like charm. Can you fix that?

ZMMaker answer: I think you have a wrong mesh export options, just export the mesh as .obj file.

Me: I already do that but i lose some materials, can you fix the importer?

ZMMaker: There is a limit of multiplie objects in the 3ds importer. I will check what its wrong

Months later...

Me: Hey ZMMaker, what you have done on checking the 3ds importer problem?

ZMMaker: I dont remember

Me: I mean, i write you about importing a 3ds file and it messed my mesh up

ZMMaker: I dont know, choose .obj file

 

That is the point where i going to be crazy! Its very rare that he fix the point problem. So he never heard of a note block? I can understand that is hard to develop a program like that alone but i would make a todo list and i would start real talk to the users!

 

And when i ask 5 questions with numbers, he will only answer number one!

EXAMPLE:

"1. What material is the best for the dashboard of V cars?

2. Is it possible to make the interior colorable?

3. Is there any MB limit of YFT files?

4. Which id needs the brakelight_m?

5. Can we create camber wheels?"

 

 

Answer: The best material for dashboard is vehicle_mesh without env map if you use normal maps. Otherwise you can choose vehicle_generic_detail2

Edited by MrGTAmodsgerman
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2. Yep, use PAINT:6 suffix in material name.

3. It's safe to export up to 4MB model files.

4. 11.

5. Yep, it was explained somewhere in Zmod forum.

HHnErXC.png


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for example....i wouldnt answer your question number 4, why? because you aint using your logic bro. If every light source from vehicle uses vehicle_lightemissive shader...then ask your brain which shader should use brakelight_m...which is another vehicle light source?...duh "vehicle_lightemissive"

Cambering by users is bad, rockstar somehow makes camber by handling or external files, because slamvan has positive camber, which no other vehicle has and it can even switch to negative camber when pushed up with hydraulics, like i said again, alot of research is left to understand GTA5

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@vans123
He didn't ask about shader.

HHnErXC.png


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MrGTAmodsgerman

2. Yep, use PAINT:6 suffix in material name.

3. It's safe to export up to 4MB model files.

4. 11.

5. Yep, it was explained somewhere in Zmod forum.

 

for example....i wouldnt answer your question number 4, why? because you aint using your logic bro. If every light source from vehicle uses vehicle_lightemissive shader...then ask your brain which shader should use brakelight_m...which is another vehicle light source?...duh "vehicle_lightemissive"

Cambering by users is bad, rockstar somehow makes camber by handling or external files, because slamvan has positive camber, which no other vehicle has and it can even switch to negative camber when pushed up with hydraulics, like i said again, alot of research is left to understand GTA5

 

@vans123

He didn't ask about shader.

Guys, it was only a example! I know that all, i woulnt ask this ZmodelerMaker

Edited by MrGTAmodsgerman
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the modding car scene since i can have memory has had zmodeler as is main source, except for that time when making cars with 3dmax was possible at GTASA/VC/III i believe, but what have been for IV/V, theres alot of high quality and excelenty made cars from alot of authors with this tool, sure is not the best, sure is 1 guy developing it, and most important has alot of bullsh*t fails....but to be honest, we are still working with what IV remains in V, like collisions, oleg himself said he has no freaking idea how cars collisions work and that he was lucky IV format somewhat worked for V with some slight modifications....wasnt for that, we would be at stone age to what V modding refers.

On the other side you nice way more quality when talking bug wise and stuff, because OpenIV guys are a team actually, god knows how many of them.

Non the less, i think is really unfair to bash either work, be it 1 guy alone developing it or a team, alot of crap goes into real life making it impossible to keep them to the day, have Doomer for example with fixing his car.

I think people concerned about ZModeler because it cost money. And when you pay for something you expect it to work.
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MrGTAmodsgerman

 

the modding car scene since i can have memory has had zmodeler as is main source, except for that time when making cars with 3dmax was possible at GTASA/VC/III i believe, but what have been for IV/V, theres alot of high quality and excelenty made cars from alot of authors with this tool, sure is not the best, sure is 1 guy developing it, and most important has alot of bullsh*t fails....but to be honest, we are still working with what IV remains in V, like collisions, oleg himself said he has no freaking idea how cars collisions work and that he was lucky IV format somewhat worked for V with some slight modifications....wasnt for that, we would be at stone age to what V modding refers.

On the other side you nice way more quality when talking bug wise and stuff, because OpenIV guys are a team actually, god knows how many of them.

Non the less, i think is really unfair to bash either work, be it 1 guy alone developing it or a team, alot of crap goes into real life making it impossible to keep them to the day, have Doomer for example with fixing his car.

I think people concerned about ZModeler because it cost money. And when you pay for something you expect it to work.

 

EXACTLY

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the modding car scene since i can have memory has had zmodeler as is main source, except for that time when making cars with 3dmax was possible at GTASA/VC/III i believe, but what have been for IV/V, theres alot of high quality and excelenty made cars from alot of authors with this tool, sure is not the best, sure is 1 guy developing it, and most important has alot of bullsh*t fails....but to be honest, we are still working with what IV remains in V, like collisions, oleg himself said he has no freaking idea how cars collisions work and that he was lucky IV format somewhat worked for V with some slight modifications....wasnt for that, we would be at stone age to what V modding refers.

On the other side you nice way more quality when talking bug wise and stuff, because OpenIV guys are a team actually, god knows how many of them.

Non the less, i think is really unfair to bash either work, be it 1 guy alone developing it or a team, alot of crap goes into real life making it impossible to keep them to the day, have Doomer for example with fixing his car.

I think people concerned about ZModeler because it cost money. And when you pay for something you expect it to work.

So, do I have to make GIMS sh*tty to make money with it? :D

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That is the point where i going to be crazy! Its very rare that he fix the point problem. So he never heard of a note block? I can understand that is hard to develop a program like that alone but i would make a todo list and i would start real talk to the users!

I fix most of related problems that I able to reproduce. When something is not directly related to zmod, I suggest a walk-around (like using .obj or using .dae and using "optimize vertices" on import as files being loaded are bugged by max exporter). I have 50 messages in forum inbox that is purged and some discussion might get lost in days. And yes I do have a notes recorded on some issue and a todo list, but these contain mostly identified problems rather than some feelings of something not working as it should.

 

 

May be I'm wrong and should not do this, but I do actually reduce amount of info replied or questions answered as soon as I found user to be using a warez copy of ZM. We both know what I mean here.

@MrGTAmodsgerman.

 

 

Have a nice modding. Peace.

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MrGTAmodsgerman

 

 

That is the point where i going to be crazy! Its very rare that he fix the point problem. So he never heard of a note block? I can understand that is hard to develop a program like that alone but i would make a todo list and i would start real talk to the users!

I fix most of related problems that I able to reproduce. When something is not directly related to zmod, I suggest a walk-around (like using .obj or using .dae and using "optimize vertices" on import as files being loaded are bugged by max exporter). I have 50 messages in forum inbox that is purged and some discussion might get lost in days. And yes I do have a notes recorded on some issue and a todo list, but these contain mostly identified problems rather than some feelings of something not working as it should.

 

 

May be I'm wrong and should not do this, but I do actually reduce amount of info replied or questions answered as soon as I found user to be using a warez copy of ZM. We both know what I mean here.

@MrGTAmodsgerman.

 

 

Have a nice modding. Peace.

 

So what i need to do then if you lost some inbox messages? The inbox limit is very tiny, so you are using the same forum software and layout that i was used on my old forum. So you beable to set the limit higher which would make it easier to repost the main old questions on my inbox.

Edited by MrGTAmodsgerman
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i think we should stop discuss ZModeler here and move to it's own topic/forum. This topic is about GIMS Evo.

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droidrzrlover

Back to GIMS Evo V, when is there going to be odr and odd export? Just give a rough estimate please.

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2016.

HHnErXC.png


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2016.

:lol::^:

Back to GIMS Evo V, when is there going to be odr and odd export? Just give a rough estimate please.

I suppose, in May. There also a lot of bugs to fix...

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