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3Doomer

[V|REL] GIMS Evo for GTA V

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MaTeUs1122

 

where it is ?

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MaTeUs1122

i'm have this problem only with multiple ped parts

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manul
16 hours ago, MaTeUs1122 said:

 

where it is ?

In modifier stack. Can't tell more since the screenshot isn't showing this

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MaTeUs1122

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manul

Seems fine to me. Check skin modifier - advanced parameters - always deform, make sure this checkmark is on. Otherwise I dunno

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MaTeUs1122

unknown.png?width=895&height=560

only head moving 

Edited by MaTeUs1122

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Jax765

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.

unknown.png

After editing in Gims.

unknown.png

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 by Jax765

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MaTeUs1122

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"

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MaTeUs1122

ok i'm have next problem unknown.png?width=895&height=560

in 3dsmax 

unknown.png?width=895&height=560

 

 

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Randomlyselected

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!

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