ManoRusso Posted July 13, 2019 Share Posted July 13, 2019 HELP! Can someone tell me how to make LOD for my model? I'm changing the values in the "EGIMS_V_Model LOD distances" but nothing happens =( Link to comment Share on other sites More sharing options...
MrGTAmodsgerman Posted July 16, 2019 Share Posted July 16, 2019 On 7/11/2019 at 9:42 PM, ManoRusso said: FOUND THE SOLUTION!! Before you export the .3ds file from Sktechup, click on Options and on Priorize tab select "United vertices". Or you simply weld all vertices in editable Poly by 0,01 Link to comment Share on other sites More sharing options...
Spoonx Posted July 17, 2019 Share Posted July 17, 2019 (edited) On 7/13/2019 at 10:58 PM, ManoRusso said: HELP! Can someone tell me how to make LOD for my model? I'm changing the values in the "EGIMS_V_Model LOD distances" but nothing happens =( Edited July 17, 2019 by Spoonx Link to comment Share on other sites More sharing options...
Spoonx Posted July 17, 2019 Share Posted July 17, 2019 Can we enable backface culling in gims? Link to comment Share on other sites More sharing options...
manul Posted July 24, 2019 Share Posted July 24, 2019 (edited) On 7/17/2019 at 8:17 PM, Spoonx said: Can we enable backface culling in gims? Did you mean no cull? Because backface cull is by default as it is Edited July 24, 2019 by manul Link to comment Share on other sites More sharing options...
Spoonx Posted July 25, 2019 Share Posted July 25, 2019 18 hours ago, manul said: Did you mean no cull? Because backface cull is by default as it is Oh I'm sorry, I mean 'no cull' yes. How do I disable on a specific object or if maybe possible on a individual face? Thanks for your reply Link to comment Share on other sites More sharing options...
manul Posted July 25, 2019 Share Posted July 25, 2019 I believe the game does not support this, as they always doubling meshes instead Link to comment Share on other sites More sharing options...
ManoRusso Posted July 30, 2019 Share Posted July 30, 2019 Are guys being able to do Static Cols?? After the Casino update my game crashes with addon static cols for my models... On 7/16/2019 at 3:31 PM, MrGTAmodsgerman said: Or you simply weld all vertices in editable Poly by 0,01 Yeah, I discorved that later xD Now, after the stupid casino update, I'm having issues with statics cols... Link to comment Share on other sites More sharing options...
MaxPower8i Posted July 30, 2019 Share Posted July 30, 2019 https://i.imgur.com/pGOmzuu.png i have this issue but i dont know what this means, im new to 3d modelling, i tried to put make a cube with a texture from gta, can anyone help me? Link to comment Share on other sites More sharing options...
ugurcanaba Posted July 30, 2019 Share Posted July 30, 2019 (edited) http://i66.tinypic.com/okvm78.jpg 1-Hello do my problem pad; model do 'ped_default' use example:hair,uppr,head) but the model turns out to be corrupt as pictured. 2-I suspect the problem with the model is yft and ymt .(I have no knowledge of yft, ymt Editing) 3-Can you send an edited pad to Uppr,lowr,head,hand,hair piece odd yft,ymt?[Add operation should not be a problem when I do this] 4-If anyone knows what the problem is, can it help? urgent 5-And I used a pad on any GTA5-MODS site.I applied attach to it, the problem is still the same 6-I used a pad that worked smoothly but I have a head and ACSS.But because the tissues are not enough, I need to find Uppr, lowr, hand, hair, head piece ydd, please help me. Edited July 30, 2019 by ugurcanaba Link to comment Share on other sites More sharing options...
ugurcanaba Posted July 31, 2019 Share Posted July 31, 2019 (edited) help Edited August 2, 2019 by ugurcanaba Link to comment Share on other sites More sharing options...
Todd_Pechin Posted August 2, 2019 Share Posted August 2, 2019 So im having a problem, myself. I created a building and the textures were applied and set just perfect. (Uisng Textures from GTA:V)But when i check out the model in OpenIV the textures are extremely large. https://i.imgur.com/asojerx.png Link to comment Share on other sites More sharing options...
Stochastic_Hegemony Posted August 3, 2019 Share Posted August 3, 2019 Quote So im having a problem, myself. I created a building and the textures were applied and set just perfect. (Uisng Textures from GTA:V)But when i check out the model in OpenIV the textures are extremely large. https://i.imgur.com/asojerx.png Todd_Pechin, have you tried messing around with the UVW map modifier in 3ds? Using box type could probably stretch the texture better. Also, is the scale correct for the gameworld? It could be that your building is larger/smaller than you think when loaded in GTA V. Link to comment Share on other sites More sharing options...
survivalmaster Posted August 10, 2019 Share Posted August 10, 2019 (edited) Ignore all I wrote, I solved this by typing the skeleton name correctly, my bad sorry for wasting alls time! Edited August 10, 2019 by survivalmaster edit Link to comment Share on other sites More sharing options...
Keta88 Posted August 11, 2019 Share Posted August 11, 2019 I edited the UV Unwrapping of a model and my game crashes when selecting the clothing model. Any ideas? Is there a step I'm missing, or something I have to do when editing GTA V UV mapping? Link to comment Share on other sites More sharing options...
b51bomber Posted August 16, 2019 Share Posted August 16, 2019 I'm trying to make a mask for gta v but when I export it I get these warnings: Model or dictionary "berd_007_u" contains 103228 faces, and it can take a lot of time and memory to export it. Projected memory usage is around 3.68671 GB, while you have 3.88987 GB of free RAM and 4.0 GB of free Swap memory. You can continue at your own risk if you have most of the swap memory on an SSD disk, but it will be better to split that model into multiple pieces. The reason for the high face count is because the model is from Daz 3d Thanks in advance Link to comment Share on other sites More sharing options...
sn0wsh00 Posted August 20, 2019 Share Posted August 20, 2019 (edited) I haven't seen it posted on this thread yet, but GIMS Evo has recently been updated for 3ds Max 2017 and later. I'm currently using 3ds Max 2020 and the updated plugin works fine. Special thanks to linkinforever, tuxick and Stochastic_Hegemony for the update. Download: https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1070751907 Stochastic_Hegemony's updates: https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1070861888 Also, I think I might have found a way to swap heads with GIMS Evo. Here are my instructions on how I rigged Agatha Baker's head onto the female freemode model (albeit without facial bones): Using OpenIV, I exported mp_f_freemode_01's uppr_015_r, head_000_r and hair_000_u ydd files as .odd files. Then I copied the head_000_r.skel file that OpenIV created to the same folder as hair_000_u.odd and rename that skeleton file as hair_000_r FULL.skel. Afterwords, I imported those .odd files with GIMS Evo Next, I imported csb_agatha.odd in 3ds Max and resized Agatha's hair and head to fit onto mp_f_freemode_01 Then, following Thedrivercat's tutorial, I attached Agatha's head and hair onto mp_f_freemode_01's head_000_r and hair_000_u models and deleted the original model. After attaching Agatha's head, I went to Modify -> Skin and enabled Edit Envelopes Under bones, I removed all bones except for RB_Neck_1, SKEL_Head, SKEL_Neck_1 and SKEL_Spine3. This removes all the facial bones unfortunately. Loading saved clothes in Simple Trainer also messes up the head. For Agatha's hair, I went back to Edit Envelopes and made sure the hair had SKEL_Head as its bone, and that the Abs. effect value for all the hair vertices were set to 1.0. In other words, the whole hair appeared red when I selected SKEL_head while edit envelopes was active. Afterwards, I exported head_000_r and hair_000_u and ported the odd file into GTA V using OpenIV. In the ODR files, I also made sure the texture files had a .otx extension at the end of the texture name. For example, inside head_000_r, I make sure the value for BumpSampler is "head_normal_000.otx" (without the quotation marks), as opposed to just "head_normal_000" And finally, here are some screenshots, as well as a download link: Download and installation instructions: https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1070865456 Edited August 22, 2019 by sn0wsh00 updated instructions MrGTAmodsgerman 1 Link to comment Share on other sites More sharing options...
MaTeUs1122 Posted August 20, 2019 Share Posted August 20, 2019 (edited) help Edited August 20, 2019 by MaTeUs1122 Link to comment Share on other sites More sharing options...
MaTeUs1122 Posted August 20, 2019 Share Posted August 20, 2019 this is example model from tutorial https://gtaforums.com/topic/891838-rigging-peds-tutorial-for-gta-v/ Link to comment Share on other sites More sharing options...
sn0wsh00 Posted August 24, 2019 Share Posted August 24, 2019 Following the workflow for the Agatha Baker head swap, I've finally created a head swap for Arena War's Bryony. Bryony was slightly trickier than Agatha to port onto mp_f_freemode_01. First, Bryony's skin tone is much tanner in the shadows compared to the default mp_f_freemode_01 white skin. I think the issue lies with Bryony's model. Unfortunately, even after hours of fiddling with settings, I still can't seem to match Bryony's head textures to the default white freemode skin. Secondly, I also had to resize and move Bryony's glasses, a somewhat difficult task given that props such as glasses have to be oriented sideways at the origin instead at a model's head in 3ds Max. Fortunately, once I was able to port Bryony's glasses, porting other mp_f_freemode_01 glasses was pretty easy, in that I just that to increase the glasses size by 10%. And now, screenshots: Download link and installation: https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1070877172 Link to comment Share on other sites More sharing options...
elmentor Posted August 24, 2019 Share Posted August 24, 2019 Hey guys can anyone do me a favor and post for me aa good working link with Gims EVO , I saw multiple links and all seems to be outdated with bugs in the discussions. i just installed today the 3dsmax student version 2017 . Than i tried 2 different Gims evo links and these don't work or look incomplete to me. ok thanks Link to comment Share on other sites More sharing options...
sn0wsh00 Posted August 26, 2019 Share Posted August 26, 2019 (edited) @elmentor Try installing these files first: http://s000.tinyupload.com/index.php?file_id=02588146067631439730 Then install these files: http://s000.tinyupload.com/?file_id=17474933064283915865 http://s000.tinyupload.com/index.php?file_id=68402496967601330074 There's a whole thread dedicated to getting GIMS Evo to work on 3ds Max 2017 and later: https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/ I used 3ds Max 2020 to create those head swap mods you see in this thread. Edited August 26, 2019 by sn0wsh00 links Link to comment Share on other sites More sharing options...
elmentor Posted August 27, 2019 Share Posted August 27, 2019 (edited) ok thanks for the reply , I am going to check this, and let you know how it worked out ! in the mean time , would you be so friendly to answer another related question that I have about OpenIV ? I have posted this on the forum but no replies on this. there is a ydr GTAV picture dds file I want to replace with OpenIV , and usually that is no problem . now I have specific this file I want to change , but this time it does not let me change it. I did replace it but the old picture keeps showing upon the final results, also there is a second page where the old picture is found , but that page has no option to replace picture, just to look at it. the name of this file is called : sr_mp_spec_races_ron_sign.ydr you can find this in the search option in OpenIV. would you be so friendly to see if you are able to replace this picture successfully ? I start to believe that not all pictures found in OpenIV can be replaced. for some reason ? hope to hear from you soon , ok thanks for your time and help ! this is the reason I started to figure out Gims Evo, to do it another way for replacing a picture file. Edited August 27, 2019 by elmentor Link to comment Share on other sites More sharing options...
elmentor Posted August 27, 2019 Share Posted August 27, 2019 (edited) ok here an update to your replay : it looked very promising, i am in the middle of it yet. but here what i want to let you know. the first link of the 3 links you gave me , i already did some days ago when i started al this. in last week i already did found that link on the thread you mentioned in the end of your reply. so far so good , but this file itself did not work , something was obviously missing. than i see in your reply two more links , and this looks promising. this is new for me. so the second link i downloaded as you adviced . but it was confusing. it says: Put these files at this location: C:Users\_your_user_name_AppDataLocalGIMSSharedFiles Replacing the appropriate files already there. ok maybe i am a noob , but it looks like some slashes in the text are missing. but anyway i managed to figure out there supposed to be some slashes in the text. no idea why they are missing here. a bit confusing, but ok. than next , to find out, i don't have a folder, with the name GIMSSharedFiles. So i decided to create a folder myself with that name and put it there on that location , i hope i did good on that. all just a bit confusing these instructions but so far so good. just to let you know that the instructions are not to the point. i let you know the result in a moment. pray for me oh , one more things also confusing. the third link you gave me seems to have the same content as the second link you gave me. what is that all about ? i mean what is the use of the second link , when the 3rd link has the same content ? ok hope to hear soon from you about this , and thanks again for your help. i apreciate it. because no other has replied. Edited August 27, 2019 by elmentor Link to comment Share on other sites More sharing options...
elmentor Posted August 27, 2019 Share Posted August 27, 2019 (edited) ok the final result for today : it did not work ! in the end i did all your links . followed the instructions. as best as i could. than i opened 3ds max 2017 student version. , so far so good. and first thing i do i is check the utility and search for anything where it says gims. and there is nothing showing up from gims. zero. how does everybody do this ? maybe i have one more shot to try this , can you tell me please what exactly version you have from 3dsmax and i download that exact version, maybe that makes a difference but i understood that 2017 should have been just fine. only of course in my case nothing shows up about the gims story,. Edited August 27, 2019 by elmentor Link to comment Share on other sites More sharing options...
elmentor Posted August 27, 2019 Share Posted August 27, 2019 (edited) hey i have a new update in this story ! everybody seems fine to fix all this and there is nowhere a good instruction to instal gims evo expct for a few download links with half incomplete instructions. so i havbe to figure this all out by myslef, with a little help of you of course thanks for that,. i had no idea about these links, that you gave me. it is all a bit a mystery, and nobody does a good tutorial for this i found some italian , turkish and indians , but no clue what they are talking about. now this next . i guess something simple must be not right i went into the user local folders and found another folder with plenty of gims evo files that is where it gets interesting. between other 50 files i found the files that you send me in the second link . so there was another local folder inside the local foilder , with inside there another gims folder . no tutorial or instruction to clear this up precisely. i guess this is where many modders go wrong. just like me. the instructions and tutorials to do this , are just not good. but so far, i still have to replace now the files you gave me on the link , i suspect it will still not work for some reason, , but i will let you know Edited August 27, 2019 by elmentor Link to comment Share on other sites More sharing options...
elmentor Posted August 27, 2019 Share Posted August 27, 2019 anyway , in the end, i did all what you say, used your links , had put the files exactly in the folders , as said in the description. than i restarted the computer. opened up 3dsmax , looked for anywhere something about saying gims evo , in the utities and nothing and zero . gtav all modded works perfectly here, and 3ds max works perfectly , but gims evo just does not show up in the utilities. where it should what exactly do you do to make gims evo show up in 3ds max after installing the gims evo ? is my 2017 3dsmax student version the wrong version ? how to find out what is the exact and right version ? i downloaded it from the 3ds max website just some days ago , so i can expect it is a good working version. it works , but i dont see gims evo in it , or anywhere in it. what is the secret hope to hear from you soon , thanks Link to comment Share on other sites More sharing options...
elmentor Posted August 28, 2019 Share Posted August 28, 2019 hey bro , i am going to give up ! thanks anyway for your help so far. i am going to delete this 3ds max and save myself a 10GB on my drive. i will give zmodeler3 another try , but 3dsmax is over for me. the largest problem for me was that there is no good basic tutorial. they offer you 10 hours of video with subjects that i am not interested in, and for that 1 % of the answer i need to watch 10 hours. most of them have just music. zmodeler3 is not that much better organised , but at least it saves me 10GB on my small drive. i did my best, did not work out, ok, so long Link to comment Share on other sites More sharing options...
MaTeUs1122 Posted September 8, 2019 Share Posted September 8, 2019 help bones not moving Link to comment Share on other sites More sharing options...
manul Posted September 12, 2019 Share Posted September 12, 2019 On 9/8/2019 at 12:01 PM, MaTeUs1122 said: help bones not moving Uncheck subobject selection type in modifier before skin. Not sure if it's bug or modern max's feature, but usually it doesn't affect further export Link to comment Share on other sites More sharing options...
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