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[V|REL] GIMS Evo for GTA V


3Doomer

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  • 5 weeks later...

I have the problem of the core. I install different versions from different web sites, but It puts everytime. Shared Core Error: only throws without arguments permitted in catch expressions. I tried with 3dsmax 2020 and 2021 and same problem.

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  • 4 weeks later...

Can I Rig My Own Ped Using The Create Bone Feature In Gims? Or Do I Have Too Use A SKEL From A Ped  Using OpenIV?

 

Also, Can I add Bones Too an existing PED SKEL Without having import to OpenIV And Export From Gims Errors?

 

Any Help is appreciated...

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Can someone please share gims evo 2016+ to me? I really need install this on 3ds max 2021. I've already done it and worked fine, but I lost appdatalocal folder "gims"

 

UPD: This is no longer required, thanks

Edited by PashaStrayt
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On 7/11/2020 at 3:31 AM, Weirdo Gee said:

Can I Rig My Own Ped Using The Create Bone Feature In Gims? Or Do I Have Too Use A SKEL From A Ped  Using OpenIV?

 

Also, Can I add Bones Too an existing PED SKEL Without having import to OpenIV And Export From Gims Errors?

 

Any Help is appreciated...

As far as I know, the .yft format (containing skeleton information) cannot be edited. Therefore, you can only use it already existing PED SKEL

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  • 4 weeks later...
On 7/13/2020 at 5:23 AM, PashaStrayt said:

As far as I know, the .yft format (containing skeleton information) cannot be edited. Therefore, you can only use it already existing PED SKEL

 

You can edit YFT using Zmodeler.
Edit bones in Zmodeler and import with GIMS to rig.

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On 7/13/2020 at 12:23 PM, PashaStrayt said:

As far as I know, the .yft format (containing skeleton information) cannot be edited. Therefore, you can only use it already existing PED SKEL

This might change soon as you can now export the yft files to XML with Codewalker and then import them back.

 

This applies to both Peds and Vehicles, meaning we might see full editing of both of those in Max or Blender at some point in the future... hopefully.

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  • 2 weeks later...

Hello I have exported collisions for a model using GIMS EVO but while importing it into .ybn using open iv I am getting this error

sector_1.obn(Line 10918):Material index(1) is out of Material bounds(1) .

Any help would be appreciated.

Edited by PYRI
Wrong spelling
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  • 4 weeks later...
SatriaKaneSantoso
On 1/2/2016 at 6:23 AM, 3Doomer said:

is it work on 3ds max 2021?

 

 

  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)    
    }    
    
    [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)    
    }    
    
    [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)    
    }    
    
    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)    
    }    
    
    [Collisions] Plane    
    [Collisions] Box    
    [Collisions] Disc    
    [Collisions] Sphere    
    [Collisions] Cylinder    
    [Collisions] Capsule    
    [PrimCollisions] Box    
    [PrimCollisions] Sphere    
    [PrimCollisions] Capsule    
    [PrimCollisions] Cylinder    
    [Graphics] Texture Dictionary    
    [Models] Light    
    [Imposters] Light (Modifier)
}

 

 

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  • 4 weeks later...
  • 3 weeks later...
On 10/20/2020 at 4:09 PM, 4Brad said:

Guys get me up to speed with GIMS - Can we rig heads now or is it still... a problem?

The exported weighting is still messy and faces are split regardless if sharp edges are needed or not, at this point, I just wish someone would develop a script for Blender that can export models to YDD or even openFormat's ODD, ZModeler 3 has been the monopoly of ped modding for way too long.

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  • 2 weeks later...
  • 4 weeks later...
On 11/5/2020 at 10:11 AM, RokkuDayo said:

The exported weighting is still messy and faces are split regardless if sharp edges are needed or not, at this point, I just wish someone would develop a script for Blender that can export models to YDD or even openFormat's ODD, ZModeler 3 has been the monopoly of ped modding for way too long.

 

Wait... Okay, so is THIS why I'm having issues with my mod? I weighted everything perfectly in Blender but it's kind of a mess in-game.

 

I'm also having massive issues getting it to export correctly. Can somebody help me?


I keep getting this error for all the bones like "(yadda yadda bone) with type Dummy isn't allowed in current hierarchy, and won't be exported.
May be, you've forgot to add or remove some modifiers?"

I have no idea what I did wrong or how to correct this.

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  • 2 weeks later...

How to fix it?

I want to make a custom jacket for an online character and have seen a way with .skel, but i can't find a .yft/.skel for the jacket.
 


egKEwKQ.png

Edited by klementin
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  • 4 weeks later...
1 hour ago, AverageKevin said:

Hey, GIMS won't start on 3DS MAX 2021, Shared core error. Is there a fix for this?

 

This thread might be useful to you.

 

 

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AverageKevin
17 minutes ago, LeeC22 said:

 

This thread might be useful to you.

 

 

Yes, Thank you. It worked out. 

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Hey guys,
 I am making a bulletproof vest for Amanda, when I export it I receive an error stating there is more than one root bone? I had a lot of fake bones which I don't understand. I'm using 3ds Max 2016. Is there something I'm missing???

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MaurícioAl10
On 1/30/2018 at 1:09 AM, Smallo92 said:

Every file I try to import gives me the following error.

[2 errors]1 times:	Can't find a vertex declaration with name "NA4D53FD6" for material #1. Mesh can't be read and will be skipped.1 times:	Can't import anything.[0 warnings]

for you to be able to import the model with this error you have to edit the .mesh file inside the odr folder, open it with notepad++ and look for NA4D53FD6 and replace all with N209731BE, save and test ^^ (it worked very well for me)

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Hi 3Doomer~

Recently, I got an error when I use GIMS EVO.

There's an error message window popup, when I click a material in the material list on GIMS pannel.

I'm using 3dsMAX2016, and I never update 3dmax for years. 

 

And all the lights will be deleted immediately, after this error message popup.

 

BTW, I also test this on my laptop, and another computer, and my friends computer. All of them will get this problem recently.

I also used 2016 and 2020, same. :( 

I also tried import original gta5 ydr model with light, and then import or merge another model into this scene. still, I will get this error message.

 

 

How can I fix this problem?

Big Thanks~~

 

Here is the errow message:

[ERROR]
Attempt to access deleted scene object
[STACK]
 **    thread data: threadID:9972
 **    ------------------------------------------------------
 **    [stack level: 0]
 **    In UpdateThumbnail(); filename: C:\Users\ax\AppData\Local\GIMS\V\Files\99_GUI.mse; position: 12918; line: 296
 **    member of: Rollout:EGIMS_V_matlist
 **        Defined in encrypted script
 **    ------------------------------------------------------
 **    [stack level: 1]
 **    called from EGIMS_V_matlist_Item1.rolledUp()
 **    member of: Rollout:EGIMS_V_matlist_Item1
 **    ------------------------------------------------------
 **    [stack level: 2]
 **    called from top-level

[OldErrorStream]

[AddInfo level 0]
#mtlID: 0
#LastMtlID: see <#mtlID>

 

Edited by Yoha
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  • 1 month later...

Hello,

 

I have a big issue with my 3DS Max.
When i try to import ODR files I have always this type of error:

 

Quote

"undefined
[ERROR]
-- Erreur d'exécution: Wrong type of material found at shader index 1: Standardmaterial
[STACK]
 **    données de file: ID de la file: 22964
 **    ------------------------------------------------------
 **    [stack level: 0]
 **    Pouces create(); nom de fichier: C:\Users\Romain\AppData\Local\GIMS\V\Files\02_TypeLibrary.mse; position: 149791; ligne: 3797
 **    membre de: StructDef:strLODGroup
 **        Définition dans le script codé
 **    ------------------------------------------------------
 **    [stack level: 1]
 **    appelé de create(); nom de fichier: C:\Users\Romain\AppData\Local\GIMS\V\Files\02_TypeLibrary.mse; position: 237101; ligne: 5893
 **    membre de: StructDef:strDrawable
 **        Définition dans le script codé
 **    ------------------------------------------------------
 **    [stack level: 2]
 **    appelé de FileID loop; nom de fichier: C:\Users\Romain\AppData\Local\GIMS\V\Files\99_GUI.mse; position: 190495; ligne: 3948
 **    membre de: bloc du code anonyme
 **        Définition dans le script codé
 **    ------------------------------------------------------
 **    [stack level: 3]
 **    appelé de Import_Files(); nom de fichier: C:\Users\Romain\AppData\Local\GIMS\V\Files\99_GUI.mse; position: 190571; ligne: 3952
 **    membre de: StructDef:GUIstr
 **        Définition dans le script codé
 **    ------------------------------------------------------
 **    [stack level: 4]
 **    appelé de import(); nom de fichier: C:\Users\Romain\AppData\Local\GIMS\V\Files\99_GUI.mse; position: 192663; ligne: 3997
 **    membre de: StructDef:GUIstr
 **        Définition dans le script codé
 **    ------------------------------------------------------
 **    [stack level: 5]
 **    appelé de InvokeEvent(); nom de fichier: C:\Users\Romain\AppData\Local\GIMS\Shared\Files\00_Core.mse; position: 402194; ligne: 10710
 **    membre de: StructDef:GUIMgrstr
 **        Définition dans le script codé
 **    ------------------------------------------------------
 **    [stack level: 6]
 **    appelé de MouseClick(); nom de fichier: C:\Users\Romain\AppData\Local\GIMS\Shared\Files\00_Core.mse; position: 411319; ligne: 10891
 **    membre de: StructDef:GUIMgrstr
 **        Définition dans le script codé
 **    ------------------------------------------------------
 **    [stack level: 7]
 **    appelé de niveau supérieur

[OldErrorStream]

[AddInfo level 0]
#Mtls: [11] #(
    cs4_07_rlds_vc_extraTpage_0003:EGIMS_V_Material,
    cs4_07_rlds_vc_extraTpage_0008:EGIMS_V_Material,
    cs4_07_rlds_vc_doorsTpage_0001:EGIMS_V_Material,
    IM_Roof04:EGIMS_V_Material,
    MC_Wood_0001:EGIMS_V_Material,
    IM_Wall03:EGIMS_V_Material,
    im_concrete03:EGIMS_V_Material,
    dc_gravel_road02:E <...>
#MMtlCount: 11
[AddInfo level 1]
#DiskPath: "C:\Users\Romain\Desktop\mapping\test\"
#ObjName: "cs4_07_shop001"
#extension: ".odr"
"
**    données de file: ID de la file: 22964
**    ------------------------------------------------------
**    [stack level: 0]
**    Pouces OnCloseReport(); nom de fichier: C:\Users\Romain\AppData\Local\GIMS\Shared\Files\99_GUI.mse; position: 38355; ligne: 892
**    membre de: StructDef:strGUI
**        Définition dans le script codé

 

 

 

I try a lot of solution but I'm stuck today.. I can't try to made interior for GTA V.

I already try to re install Gims, ask to a friend a odr file ...


I have no issue with OBN with. I can edit colision without problem.

If someone have a solution it will be cool :).

Regards.
Graok

Edited by Graok
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Hi guys! I am trying to solve this Problem since a Week!

 

I want to export my Shell for an MLO. It is an editable Poly with an Model Game Mesh Modifier. When I want to export it with the Dictionary, there comes a Warning:

 

Object [...] with type Poly/Mesh want export. Maybe you forgot to add or remove some Modifiers?

 

Any suggestions? I am doing anything like else!

 

kind Regards

 

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  • 3 weeks later...
YamadaBacon

HELP!! 3ds max 2016 error

.odr file only…

 

"undefined
[ERROR]
-- Erreur d'exécution: Wrong type of material found at shader index 1: Standardmaterial

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SysEnv = (DotNETClass "System.Environment")
SpcFolder = (DotNETClass "System.Environment+SpecialFolder")
GetFolderPath = SysEnv.GetFolderPath
LocalApplicationPath = (GetFolderPath SpcFolder.LocalApplicationData)
CommonApplicationPath = (GetFolderPath SpcFolder.CommonApplicationData)
if LocalApplicationPath.Count == 0 then
    LocalApplicationPath = CommonApplicationPath
if LocalApplicationPath.Count == 0 then
    LocalApplicationPath = "Can't find the application data folder!\nPlease report this error at forums."
MessageBox LocalApplicationPath Title:"GIMS Evo install path"
 

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