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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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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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ffzero58

I don't know about the vertices thing but use default/gta_default for shader/parameter set. That should fix it.

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lucaslimasz
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


1_pBOPc9oqM.jpg

 

 

Did you solve this problem? It's happening to me and I can't solve

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Randomlyselected
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.  

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Peddokh

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.

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Spoonx

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? 

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Greaser24
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?

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hearth

Hi are you there?

I need your help.

Could you help me?

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Laris4u

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

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MrGTAmodsgerman
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.

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Redman''
Posted (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

 

 

r0Ju9Cq.jpg

 

Edited by Redman''

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Hennesy76
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?

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NewbieLamer
Posted (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 by NewbieLamer

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Robi1969

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

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WhiteBuffs

6vnMsWF.png 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??

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Robi1969

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 😢

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stef538
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.

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stef538
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

 

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