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linkinforever

[ GTA V ] GIMS for 3dsmax 2017 - 2020

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Stochastic_Hegemony
1 hour ago, sn0wsh00 said:

Good and bad news everyone!

 

The bad news is that I don't think Stochastic_Hegemony's edited GIMS Evo is exporting correctly :( Unfortunately, it seems I have to use the GIMS files posted by linkinforever for my models to export correctly.

 

The good news is that now, with linkinforever's GIMS files, I've finally managed to port Agatha's head and hair onto mp_f_freemode_01! Also, without any missing textures, exporting hair_000_r takes place pretty quickly, indicating that most of the hold up in GIMS Evo for 3ds Max 2016+ comes down to missing textures. Hopefully we can get an updated GIMS Evo script that won't throw a hissy if we're missing textures.

 

 

Ok, thank you for the feedback. We could say we are 50% of the way there with import fixed. What your experience tells me is that skinned objects are an issue - that's actually one of the things i commented out in my script. I mostly work with unskinned props so my setup works great for me, but not for you. The other aspect is the freaking out when missing textures. Now that I know where to look, we'll see how far I can get.

 

Oh, and great job with the head swap, looks fantastic!

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bobloblaw
Posted (edited)

Hi everyone, I am currently trying to mod skin meshes using 3DS Max, but I've been having a bear of a time tryna get GIMS Evo installed properly.  At first, the issue was the fact that GIMS was only for 3DS Max 2016 and earlier - this thread fixes that (thnx)!  I have also been using Stochastic_Harmony's files in the 'Shared' and 'V' folders.  After replacing the files, GIMS finally showed up in the utilities tab!  But, when I try to import something, I get an error like:

 

'EGIMS_V_CollisionDict undefined

In Line:  'EGIMS_V_CollisionDict,'

 

I found that the file with the error was '02_TypeLibrary.ms'.  I tried looking in the log file 'Format.ms', but there was nothing there (even after closing 3DS).  Does anyone know what might be going on?  Thanks!

 

EDIT:  I am using 3DS Max 2017.

Edited by bobloblaw
Forgot to mention my version of 3DS Max

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Stochastic_Hegemony
Posted (edited)
6 hours ago, bobloblaw said:

Hi everyone, I am currently trying to mod skin meshes using 3DS Max, but I've been having a bear of a time tryna get GIMS Evo installed properly.  At first, the issue was the fact that GIMS was only for 3DS Max 2016 and earlier - this thread fixes that (thnx)!  I have also been using Stochastic_Harmony's files in the 'Shared' and 'V' folders.  After replacing the files, GIMS finally showed up in the utilities tab!  But, when I try to import something, I get an error like:

 

'EGIMS_V_CollisionDict undefined

In Line:  'EGIMS_V_CollisionDict,'

 

I found that the file with the error was '02_TypeLibrary.ms'.  I tried looking in the log file 'Format.ms', but there was nothing there (even after closing 3DS).  Does anyone know what might be going on?  Thanks!

 

EDIT:  I am using 3DS Max 2017.

Errors on import are new to me. It would be a great help if you point me to the file you are trying to import. The log file wouldn't log anything from EGIM_V_CollisionDict because that part has not been tracked for errors thus far. Are you importing an .obd? EGIMS_V_CollisionDict  is a collision dictionary providing bounds for an object. It's probably failing somewhere around strPhBoundDictionary of the TypeLibrary script but I am not sure why it would.

 

In other news, I found the reason why missing textures screwup export times and fixed it. I am currently looking into issues with skinned objects, still a problem at the moment.*edit: I think I found the reason why skinned objects were so slow, I found a no longer supported skinops.getbonenamebylist() call. I hope I fixed it, new files available in previous post.

Edited by Stochastic_Hegemony
Updated files

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Stochastic_Hegemony
On 8/13/2019 at 8:55 PM, sn0wsh00 said:

Good and bad news everyone!

 

The bad news is that I don't think Stochastic_Hegemony's edited GIMS Evo is exporting correctly :( Unfortunately, it seems I have to use the GIMS files posted by linkinforever for my models to export correctly.

 

The good news is that now, with linkinforever's GIMS files, I've finally managed to port Agatha's head and hair onto mp_f_freemode_01! Also, without any missing textures, exporting hair_000_r takes place pretty quickly, indicating that most of the hold up in GIMS Evo for 3ds Max 2016+ comes down to missing textures. Hopefully we can get an updated GIMS Evo script that won't throw a hissy if we're missing textures.

 

To install, drag all the files inside x64v into mods\x64v.rpf\models\cdimages\streamedpeds_mp.rpf\mp_f_freemode_01 and drag all the files inside patchday4ng tomods\update\x64\dlcpacks\patchday4ng\dlc.rpf\x64\models\cdimages\patchday4ng.rpf\mp_f_freemode_01

 

 

@sn0wsh00, could you test out my scripts again? I have changed the files to an updated version that I hope resolves both the missing texture issue and the skinning issue. It would be much appreciated, thank you.

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bobloblaw

The error occurred when I clicked the import button - it never even asked me for the file to import.

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Stochastic_Hegemony
6 hours ago, bobloblaw said:

The error occurred when I clicked the import button - it never even asked me for the file to import.

The first thing the button does is open the windows dialog box to select the file. If you did not see this box, this is such a fundamental error that it can only be that GIMS is not installed properly or not interacting with your version of 3ds properly (I have 2017, english version and it works fine for me).  Are you sure that in your 3ds installation folder, under scripts\startup\ you have the following files:

GIMS_GUI

GIMS.cff

GIMS.ms

 

Also, you may have to reinstall GIMS manually in your username\appdata\local\GIMS folder. Could be a permissions issue if you don't have administrator privilege. Other than that if you've got openIV and GTA V installed, I can't see what the problem might be. You might try the clear cache button on the GIMS UI. Do any other button work?

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sn0wsh00
On 8/18/2019 at 12:45 AM, Stochastic_Hegemony said:

@sn0wsh00, could you test out my scripts again? I have changed the files to an updated version that I hope resolves both the missing texture issue and the skinning issue. It would be much appreciated, thank you.

I tested your updated scripts and I'm pleased to say that the export model function is now working! I didn't test missing textures, but at least my heads aren't floating anymore.

 

Also, here are a couple more screenshots of the Agatha Baker head swap, taken in the Rockstar Editor:

MJO48fo.jpg

oo2EXHN.jpg

 

Download and instructions:

https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1070865456

 

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b51bomber

@sn0wsh00

 

I tried using your head swap model as a base for a head swap that I want to do and everything seemed to go OK in 3ds max and in open iv but when I go in game the mesh just bugged out.

 

Any tips to get it to work?

 

Thanks :)

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sn0wsh00
2 hours ago, b51bomber said:

@sn0wsh00

 

I tried using your head swap model as a base for a head swap that I want to do and everything seemed to go OK in 3ds max and in open iv but when I go in game the mesh just bugged out.

 

Any tips to get it to work?

 

Thanks :)

Did you remove all bones on the head mesh except for RB_Neck_1, SKEL_Head, SKEL_Neck_1 and SKEL_Spine3? Can you share a screenshot of your problem?

 

While we're on the topic of head swaps, I've recently been trying to swap the male freemode head (mp_m_freemode_01) with Franklin's head, replacing head_000_r.ydd inside mods\update\x64\dlcpacks\mppatchesng\dlc.rpf\x64\models\cdimages\mppatches.rpf\mp_m_freemode_01. For some reason, the game doesn't load Franklin's head. Seems like Thedrivercat's method to swap heads with the GTA:O protagonist models only works with pedestrians created in the GTA:O character creator (e.g. Agatha, Niko etc.). Here's hoping someone more talented at 3ds Max would be able to rig Franklin's head.

 

Finally, you guy want some more Agatha Baker head swap screenshots? Why of course you guys want some more Agatha Baker head swap screenshots. Here are some more Agatha Baker head swap screenshots, this time with cellphone related animations:

VtktrKX.jpg

1jWtCAl.jpg

 

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james2205

Can not get this to work. Ran manual install. Found the files in open iv needed and click the arrow button and get a black diolog box with nothing in it

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b51bomber

@sn0wsh00

Here is a screen shot of the problem, I had to take with my phone

LA766Wj.jpg

Edited by b51bomber

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sn0wsh00

@b51bomber

 

Try setting the Abs. Effect value for the SKEL_head bone to 1. To do that, go to Modify -> Skin,  click on the Edit Envelopes button and then click on the Vertices check mark. Then, scroll down to the Bones section and select SKEL_Head, press CTRL-A and then click & drag with your mouse so that the Abs. Effect input box won't be greyed out. Then scroll down to the Abs. Effect box and set Abs. Effect's value to 1.0. The whole head mesh should now appear red.

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sn0wsh00

I've made a few more updates to my Agatha head swap mod. First, I changed the mod format into a DLC. To install, extract the agatha_head_freemode folder into mods\update\x64\dlcpacks. Then, go to mods\update\update.rpf\common\data\dlclist.xml and add the following line:

<Item>dlcpacks:/agatha_head_freemode/</Item>

 

This DLC modifies x64v.rpf, patchday4ng.rpf and mppatches.rpf

 

Secondly, you might have noticed that in some of the previous Agatha Baker screenshots I've posted, her left lips appears a little bugged. I finally fixed this by making some edits to Agatha's envelope weights. I weighed the base of her neck to SKEL_Spine3 and the rest of the head to SKEL_head. Now her face looks better. This is how those weights look like in 3ds Max 2020:

SKEL_head

Skel_Spine3

 

Download:

https://drive.google.com/open?id=1sJgqOngs0GOFO4Oni7Eu3MYZkQ40LhqP

 

And of course, what good would this post be without some screenshots?

 

ePGb4A2.jpg

tF5VAnG.jpg

 

Edited by sn0wsh00
screenshot

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Stochastic_Hegemony
22 hours ago, james2205 said:

Can not get this to work. Ran manual install. Found the files in open iv needed and click the arrow button and get a black diolog box with nothing in it

@james2205 Have you tried using the material files in the GIMS folder under the materialdata folder?

 

4 hours ago, bobloblaw said:

@Stochastic_Hegemony I have double checked my installation of GIMS, and it seems to be OK.

@bobloblaw and you have OpenIV installed? You were asked for and supplied the materials data files?

 

You can try this set of files in your GIMS \ GTA V folder I've added a few comments to confirm how far GIMS gets.

http://s000.tinyupload.com/?file_id=19536591357842420355

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b51bomber
3 hours ago, sn0wsh00 said:

@b51bomber

 

Try setting the Abs. Effect value for the SKEL_head bone to 1. To do that, go to Modify -> Skin,  click on the Edit Envelopes button and then click on the Vertices check mark. Then, scroll down to the Bones section and select SKEL_Head, press CTRL-A and then click & drag with your mouse so that the Abs. Effect input box won't be greyed out. Then scroll down to the Abs. Effect box and set Abs. Effect's value to 1.0. The whole head mesh should now appear red.

just tried that and no dice still looks the same as in the picture I posted and it acts like its still rigged too

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bobloblaw

@Stochastic_Hegemony I stand corrected.  It turns out that I had accidentally extracted the original manual install folder instead of the one provided by @linkinforever... I'm an idiot.  It seems to be working now - I just need to select the folder with the material files.

 

UPDATE:  I have successfully loaded in a model.  Lemme see if I can edit it, and then export it.

 

UPDATE #2:  I have exported the model I wanted and opened it in blender for editing.

Edited by bobloblaw
Update

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b51bomber

@sn0wsh00  This is what yours looks like in my game:

 

LhOuF9Q.jpg

Edited by b51bomber

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Stochastic_Hegemony
9 hours ago, bobloblaw said:

@Stochastic_Hegemony I stand corrected.  It turns out that I had accidentally extracted the original manual install folder instead of the one provided by @linkinforever... I'm an idiot.  It seems to be working now - I just need to select the folder with the material files.

 

UPDATE:  I have successfully loaded in a model.  Lemme see if I can edit it, and then export it.

 

UPDATE #2:  I have exported the model I wanted and opened it in blender for editing.

@bobloblaw Sounds good. Let me know how the export back out of 3ds works out.

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sn0wsh00

@b51bomber For me, that... thing is what happens when I try to customize freemode Agatha's appearance using a trainer, or when I try to load a saved clothing set using a trainer. There's no way to prevent this at the moment because the Agatha head swap currently has no facial bones. Fortunately, it's not too hard to fix this monstrosity. Just load another model and then reload mp_f_freemode_01.

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b51bomber
3 hours ago, sn0wsh00 said:

@b51bomber For me, that... thing is what happens when I try to customize freemode Agatha's appearance using a trainer, or when I try to load a saved clothing set using a trainer. There's no way to prevent this at the moment because the Agatha head swap currently has no facial bones. Fortunately, it's not too hard to fix this monstrosity. Just load another model and then reload mp_f_freemode_01.

Thanks, I'll try that see what happens and let ya know :)

 

Edit: just tried with menyoo and it shows up, only in your mod you use head_000_r but for me I want to use head_029_r which uses a PAK skintone

Edited by b51bomber

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sn0wsh00
16 hours ago, b51bomber said:

Thanks, I'll try that see what happens and let ya know :)

 

Edit: just tried with menyoo and it shows up, only in your mod you use head_000_r but for me I want to use head_029_r which uses a PAK skintone

You won't be able to change Agatha's head's skin tone with that method. However, if you want to change the skin texture of her torso, go to Grand Theft Auto V\x64v.rpf\models\cdimages\ped_mp_overlay_txds.rpf\ and export mp_fm_skin_f_up_pak.ytd as an image file. Then, go to mods\x64v.rpf\models\cdimages\streamedpeds_mp.rpf\mp_f_freemode_01 and replace uppr_diff_000_a_whi.ytd with the image file you exported from mp_fm_skin_f_up_pak.ytd.

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b51bomber
10 minutes ago, sn0wsh00 said:

You won't be able to change Agatha's head's skin tone with that method. However, if you want to change the skin texture of her torso, go to Grand Theft Auto V\x64v.rpf\models\cdimages\ped_mp_overlay_txds.rpf\ and export mp_fm_skin_f_up_pak.ytd as an image file. Then, go to mods\x64v.rpf\models\cdimages\streamedpeds_mp.rpf\mp_f_freemode_01 and replace uppr_diff_000_a_whi.ytd with the image file you exported from mp_fm_skin_f_up_pak.ytd.

Thanks, I got it to work just before seeing your reply :)

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sn0wsh00
15 minutes ago, b51bomber said:

Thanks, I got it to work just before seeing your reply :)

What method did you use? Did you use the method in my reply or something else?

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b51bomber

I just installed your addon then replaced the ydd with mine and changed the texture in the ytd to the one I wanted.

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sn0wsh00

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, somewhat difficult 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:

XTqMd4r.jpg

kumJ85L.jpg

2EoC3fz.jpg

UvLjMKy.jpg

Ltgo1Np.jpg

 

Download link:

https://drive.google.com/open?id=1EhC9yx0lRtAEZQ38QVCGQQAK3zirkp1I

 

This mod is in DLC format. To install, extract the bryony_head_freemode folder into mods\update\x64\dlcpacks. Then, go to mods\update\update.rpf\common\data\dlclist.xml and add the following line:
<Item>dlcpacks:/bryony_head_freemode/</Item>

 

 This DLC modifies x64v.rpf, patchday4ng.rpf, streamedpeds_mp.rpf and mppatches.rpf. This DLC may conflict with other DLCs that use those rpf files, such as my previously posted Agatha Baker head swap.

 

Edited by sn0wsh00
screenshot, more stuff

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bobloblaw

@Stochastic_Hegemony I have tried exporting a model that I imported into 3ds Max from Blender, but it froze my computer.  When my computer froze, I went to get some lunch (~30 mins), and when I came back, it was still frozen.  I had to force shut down my computer.  I'm not sure if it had anything to do with the model, or if it had to do with GIMS.

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Stochastic_Hegemony
8 hours ago, bobloblaw said:

@Stochastic_Hegemony I have tried exporting a model that I imported into 3ds Max from Blender, but it froze my computer.  When my computer froze, I went to get some lunch (~30 mins), and when I came back, it was still frozen.  I had to force shut down my computer.  I'm not sure if it had anything to do with the model, or if it had to do with GIMS.

@bobloblawPut the model up and I will check it out. Exporting from blender you should probably use OBJ format and there could be a number of issues regarding the model mesh depending on what transform/effects you were using in Blender. It may need a re-save trough 3ds or a re-export into .obj from 3ds to then export using GIMS, not sure what method would clear out any ghost bugs in the background. Have you tried with out without a collision file? Your textures are referenced to external .dds and have appropriate mip-maps?

Edited by Stochastic_Hegemony

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sn0wsh00

Following the workflow for Bryony's glasses, I've finally been able to fit glasses onto Agatha Baker's head:

qEg9xX1.jpg

 

To fit any mp_f_freemode_01 glasses onto Agatha's head in 3ds Max, move the glasses to (0.025, -0.012, 0) in absolute offset mode and set the scale to 110 for X, Y and Z.

 

Download and instructions:

https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1070865456

 

Edited by sn0wsh00
wording

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