MaTeUs1122 Posted September 12, 2019 Share Posted September 12, 2019 where it is ? Link to comment Share on other sites More sharing options...
MaTeUs1122 Posted September 12, 2019 Share Posted September 12, 2019 i'm have this problem only with multiple ped parts Link to comment Share on other sites More sharing options...
manul Posted September 13, 2019 Share Posted September 13, 2019 16 hours ago, MaTeUs1122 said: where it is ? In modifier stack. Can't tell more since the screenshot isn't showing this Link to comment Share on other sites More sharing options...
MaTeUs1122 Posted September 13, 2019 Share Posted September 13, 2019 Link to comment Share on other sites More sharing options...
manul Posted September 13, 2019 Share Posted September 13, 2019 Seems fine to me. Check skin modifier - advanced parameters - always deform, make sure this checkmark is on. Otherwise I dunno Link to comment Share on other sites More sharing options...
MaTeUs1122 Posted September 13, 2019 Share Posted September 13, 2019 (edited) only head moving Edited September 13, 2019 by MaTeUs1122 Link to comment Share on other sites More sharing options...
Jax765 Posted September 13, 2019 Share Posted September 13, 2019 (edited) I've noticed that when I import a ped model and make edits, then export, the poly and vertex count increase even if I'm just repositioning some vertices. For instance, one particular component shot up from 1000 to 6000 vertices after exporting. Is this intended behaviour? I tested the same thing with Zmodeler3, it doesn't cause issues like this. EDIT: Testing further, this happens even to components that are untouched, just re-exported with the plugin. Before editing in Gims. After editing in Gims. Almost 5x the vertex count. That is absurd, and explains why I've had some stability issues with the game, as that ped is spawned frequently when wanted. Edited September 13, 2019 by Jax765 Link to comment Share on other sites More sharing options...
MaTeUs1122 Posted September 15, 2019 Share Posted September 15, 2019 yay i'm fix that my solution export .yft file to .skel and put the file in the same model next change name file e.g "ig_bankman.skel" to "ig_bankman FULL.skel" Link to comment Share on other sites More sharing options...
MaTeUs1122 Posted September 15, 2019 Share Posted September 15, 2019 ok i'm have next problem in 3dsmax Link to comment Share on other sites More sharing options...
Randomlyselected Posted October 15, 2019 Share Posted October 15, 2019 Hello! Looking for the correct shader and parameter settings for "skidmarks" on custom maps using GIMS Evo. Tried a few variations but I'm not getting the desired outcome. Looks floaty and semi transparent. Any help appreciated! Link to comment Share on other sites More sharing options...
ffzero58 Posted November 15, 2019 Share Posted November 15, 2019 I don't know about the vertices thing but use default/gta_default for shader/parameter set. That should fix it. Link to comment Share on other sites More sharing options...
lucaslimasz Posted November 21, 2019 Share Posted November 21, 2019 On 5/11/2018 at 8:24 AM, AeonRog said: 3Doomer, gims evo have a problem with face bones after export ped model (gta5) If i doing rig face bones and export to gta 5 mesh then you will see the following... Hide contents Did you solve this problem? It's happening to me and I can't solve Link to comment Share on other sites More sharing options...
Randomlyselected Posted November 23, 2019 Share Posted November 23, 2019 On 11/15/2019 at 1:44 PM, ffzero58 said: I don't know about the vertices thing but use default/gta_default for shader/parameter set. That should fix it. I got a tip from a fellow modder. Use Decal shader and Decal parameter for skidmarks on a roadsurface. Link to comment Share on other sites More sharing options...
Peddokh Posted December 6, 2019 Share Posted December 6, 2019 Hi all, any way to get this on Maya? Or any way to export the model to Maya? I already tried to export the model as FBX or send the project straight to Maya...but I get a lot of mess with materials. I don't know use 3ds very well but I know how to use Maya, for that I'm looking any possible ways to do that. Link to comment Share on other sites More sharing options...
Spoonx Posted January 23, 2020 Share Posted January 23, 2020 Why does Gims split my mesh into individual triangles. I know it triangulates while exporting the mesh, but why Gims separate the triangles by keeping 2x vertex counts? I dont want to increase the vertex count.. I added vertex weld modifier but gims still export with individual vertices. How do I fix this? Link to comment Share on other sites More sharing options...
vietnghe1997 Posted January 23, 2020 Share Posted January 23, 2020 anybody can help me with this? Low poly ped after importing in game https://imgur.com/hRN8SK4 Link to comment Share on other sites More sharing options...
Greaser24 Posted February 12, 2020 Share Posted February 12, 2020 On 1/2/2016 at 7:23 AM, 3Doomer said: This is a script for 3D MAX - Game Indefinite Modding Suite Evolved(GIMS Evo) with GTA V support. What can you do using the current version: Import and export collisions(OBN/OBD) Import and export models(ODR/ODD) Requirements: Hardware: +RAM: minimum 2 Gb(with equal or bigger swap file), recommended 4 or more. +Internet connection(not required, but used for web installation, updates, and error reports). Software: +Windows 7, or any newer. +The newest .NET Runtime recommended. +Any 3D MAX version from 9(with Service Pack 2 and \"AvGuard DLX Extension\") to 2016. +It's strongly recommended to install all 3D MAX updates and Service Packs. OpenIV's required for openFormats<>Game_Resource (OBN<>YBN, OBD<>YBD, etc.) conversion. Additional openFormats info's on the OpenIV website, or HERE. DOWNLOAD Web install Manual install FAQ: Export hierarchy rules: Hide contents Root objects: { [Collisions] Dictionary [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Models] Dictionary [Models] Model [imposters] Model (Modifier) [Graphics] Texture Dictionary [Models] Game mesh (Modifier) [Collisions] Mesh (Modifier)}Allowed hierarchy node children: { [Collisions] Dictionary: { Editable_mesh Editable_Poly [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Collisions] Mesh (Modifier) } [Collisions] Composite: { Editable_mesh Editable_Poly [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Collisions] Mesh (Modifier) } [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [PrimCollisions] Box [PrimCollisions] Sphere [PrimCollisions] Capsule [PrimCollisions] Cylinder [Models] Dictionary: { Editable_mesh Editable_Poly [imposters] Model (Modifier) [Models] Model } [Models] Model: { Editable_mesh Editable_Poly [Models] Bone [Models] Light [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Collisions] Mesh (Modifier) [Models] Game mesh (Modifier) [imposters] Bone (Modifier) [imposters] Light (Modifier) } [imposters] Model (Modifier): { Editable_mesh Editable_Poly [Models] Bone [Models] Light [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Collisions] Mesh (Modifier) [Models] Game mesh (Modifier) [imposters] Bone (Modifier) [imposters] Light (Modifier) } [Graphics] Texture Dictionary [Models] Bone: { Editable_mesh Editable_Poly [Models] Bone [Models] Light [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Collisions] Mesh (Modifier) [Models] Game mesh (Modifier) [imposters] Bone (Modifier) [imposters] Light (Modifier) } [Models] Light Editable_mesh: { [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Collisions] Mesh (Modifier) } Editable_Poly: { [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Collisions] Mesh (Modifier) } [Collisions] Mesh (Modifier): { [PrimCollisions] Box [PrimCollisions] Sphere [PrimCollisions] Capsule [PrimCollisions] Cylinder } [Models] Game mesh (Modifier): { [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Collisions] Mesh (Modifier) } [imposters] Bone (Modifier): { Editable_mesh Editable_Poly [Models] Bone [Models] Light [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Collisions] Mesh (Modifier) [Models] Game mesh (Modifier) [imposters] Bone (Modifier) [imposters] Light (Modifier) } [imposters] Light (Modifier)} Do you know how to edit the vinewood sign? Link to comment Share on other sites More sharing options...
hearth Posted February 20, 2020 Share Posted February 20, 2020 Hi are you there? I need your help. Could you help me? Link to comment Share on other sites More sharing options...
Laris4u Posted March 19, 2020 Share Posted March 19, 2020 Hey Guys! I have a Question, how can I solve this Problem? When I want to set a Material, I get this Warning! How can I solve it? http://prntscr.com/riv372 Link to comment Share on other sites More sharing options...
MrGTAmodsgerman Posted March 28, 2020 Share Posted March 28, 2020 On 3/19/2020 at 9:36 AM, Laris4u said: Hey Guys! I have a Question, how can I solve this Problem? When I want to set a Material, I get this Warning! How can I solve it? http://prntscr.com/riv372 You must start/open GIMS before you create GIMS materials. Link to comment Share on other sites More sharing options...
Redman'' Posted April 2, 2020 Share Posted April 2, 2020 (edited) can we load animations in 3ds max? i have my problems with skinning, would be easier for me. searching animation: [email protected], hands_up Edited April 2, 2020 by Redman'' Link to comment Share on other sites More sharing options...
Hennesy76 Posted April 6, 2020 Share Posted April 6, 2020 On 1/2/2016 at 2:23 AM, 3Doomer said: This is a script for 3D MAX - Game Indefinite Modding Suite Evolved(GIMS Evo) with GTA V support. What can you do using the current version: Import and export collisions(OBN/OBD) Import and export models(ODR/ODD) Requirements: Hardware: +RAM: minimum 2 Gb(with equal or bigger swap file), recommended 4 or more. +Internet connection(not required, but used for web installation, updates, and error reports). Software: +Windows 7, or any newer. +The newest .NET Runtime recommended. +Any 3D MAX version from 9(with Service Pack 2 and \"AvGuard DLX Extension\") to 2016. +It's strongly recommended to install all 3D MAX updates and Service Packs. OpenIV's required for openFormats<>Game_Resource (OBN<>YBN, OBD<>YBD, etc.) conversion. Additional openFormats info's on the OpenIV website, or HERE. DOWNLOAD Web install Manual install FAQ: Export hierarchy rules: Reveal hidden contents Root objects: { [Collisions] Dictionary [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Models] Dictionary [Models] Model [imposters] Model (Modifier) [Graphics] Texture Dictionary [Models] Game mesh (Modifier) [Collisions] Mesh (Modifier)}Allowed hierarchy node children: { [Collisions] Dictionary: { Editable_mesh Editable_Poly [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Collisions] Mesh (Modifier) } [Collisions] Composite: { Editable_mesh Editable_Poly [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Collisions] Mesh (Modifier) } [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [PrimCollisions] Box [PrimCollisions] Sphere [PrimCollisions] Capsule [PrimCollisions] Cylinder [Models] Dictionary: { Editable_mesh Editable_Poly [imposters] Model (Modifier) [Models] Model } [Models] Model: { Editable_mesh Editable_Poly [Models] Bone [Models] Light [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Collisions] Mesh (Modifier) [Models] Game mesh (Modifier) [imposters] Bone (Modifier) [imposters] Light (Modifier) } [imposters] Model (Modifier): { Editable_mesh Editable_Poly [Models] Bone [Models] Light [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Collisions] Mesh (Modifier) [Models] Game mesh (Modifier) [imposters] Bone (Modifier) [imposters] Light (Modifier) } [Graphics] Texture Dictionary [Models] Bone: { Editable_mesh Editable_Poly [Models] Bone [Models] Light [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Collisions] Mesh (Modifier) [Models] Game mesh (Modifier) [imposters] Bone (Modifier) [imposters] Light (Modifier) } [Models] Light Editable_mesh: { [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Collisions] Mesh (Modifier) } Editable_Poly: { [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Collisions] Mesh (Modifier) } [Collisions] Mesh (Modifier): { [PrimCollisions] Box [PrimCollisions] Sphere [PrimCollisions] Capsule [PrimCollisions] Cylinder } [Models] Game mesh (Modifier): { [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Collisions] Mesh (Modifier) } [imposters] Bone (Modifier): { Editable_mesh Editable_Poly [Models] Bone [Models] Light [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Collisions] Mesh (Modifier) [Models] Game mesh (Modifier) [imposters] Bone (Modifier) [imposters] Light (Modifier) } [imposters] Light (Modifier)} https://prnt.sc/ruaxfl help what is this? And what should i do? Link to comment Share on other sites More sharing options...
Slyder5 Posted April 23, 2020 Share Posted April 23, 2020 Hello, I follow the tutorial for Autodesk 3ds Max 2016+ and when i want to launch 3ds max 2020, I have this message. Can you help me ? https://image.noelshack.com/fichiers/2020/17/4/1587653414-screenshot-1.png Link to comment Share on other sites More sharing options...
NewbieLamer Posted May 1, 2020 Share Posted May 1, 2020 On 4/23/2020 at 7:50 PM, Slyder5 said: Hello, I follow the tutorial for Autodesk 3ds Max 2016+ and when i want to launch 3ds max 2020, I have this message. Can you help me ? https://image.noelshack.com/fichiers/2020/17/4/1587653414-screenshot-1.png Hello, have you tried manual installation? Link to comment Share on other sites More sharing options...
NewbieLamer Posted May 1, 2020 Share Posted May 1, 2020 (edited) Hello guys, I have a problem with my object I'm not good at GTA 5 modding and I need your help My object highlights (or how to say it in english) and it looks not good When I enable EMP in Menyoo (you can see it in the screenshot in the next line) the light in the game is off and the object looks much better But when the game has lightning it looks badly especially at night I will be grateful if you can help me UPD: I found the solution Edited May 10, 2020 by NewbieLamer Link to comment Share on other sites More sharing options...
Robi1969 Posted May 1, 2020 Share Posted May 1, 2020 Hello, can you help me with this problem? gims start: can't start the shared core. compile error: only throws without arguments in catch expressions -- Compile error: only throws without arguments are permitted in catch expressions This is the error code. What can i do to solve this problem? Gims folder copyed to local (manual install) scripts to 3ds Max2020 scripts folder everything looks good, but something isn't good. Hardware: i5-2500, 8gb of memory, R7 240 oc 2gb Win10 1909 Pls help me ASAP Greetings Link to comment Share on other sites More sharing options...
WhiteBuffs Posted May 4, 2020 Share Posted May 4, 2020 If anybody could help with this it's like I have everything installed and its just not letting me import ydd files or anything when I press it is there a fix to this?? Link to comment Share on other sites More sharing options...
Robi1969 Posted May 5, 2020 Share Posted May 5, 2020 is something happening when you are trying to load gta5 ydd,ytd.... or just nothinng? No error message? No loaded file? Boys i have an error: can't start the shared core. compile error: only throws without arguments in catch expressions.pls somebody help. Im not found solution on youtube Link to comment Share on other sites More sharing options...
stef538 Posted May 7, 2020 Share Posted May 7, 2020 On 5/1/2020 at 3:40 PM, NewbieLamer said: Hello, have you tried manual installation? I tried both and they give me the same error, 3DS MAX 2017. Downloading 2016 now, i'll post again if this fixes the issue. Link to comment Share on other sites More sharing options...
stef538 Posted May 7, 2020 Share Posted May 7, 2020 On 3/19/2020 at 9:36 AM, Laris4u said: Hey Guys! I have a Question, how can I solve this Problem? When I want to set a Material, I get this Warning! How can I solve it? http://prntscr.com/riv372 Link to comment Share on other sites More sharing options...
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