LameMan Posted January 10, 2021 Share Posted January 10, 2021 (edited) I tried this with 2021 and I still get the failed to start shared core error, can anyone help? Edited January 10, 2021 by LameMan Coky 1 Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1071450574 Share on other sites More sharing options...
MARK2580 Posted January 15, 2021 Share Posted January 15, 2021 (edited) On 1/10/2021 at 7:54 PM, LameMan said: I tried this with 2021 and I still get the failed to start shared core error, can anyone help? I doubt that it can work for the 2021 version, it works quite poorly even in 2020. The stable version is only the original, which works up to the 2016 version inclusive. @lpgunit Do you have a problem with the fact that after a while GIMS starts to import models for a very long time? And also the whole model is "divided" into separate polygons, this can be seen from statistics, there are much more vertexes than polygons, and should be 3 times less. For example, like the skirt of the model that you have in the message. Edited January 15, 2021 by MARK2580 lpgunit 1 Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1071454719 Share on other sites More sharing options...
ExodusRPW Posted January 19, 2021 Share Posted January 19, 2021 No matter what I export using this GIMS, clothing is unrigged after the export. The model is untouched and all I do is import from the game a vanilla clothes, import it with the SKEL file of mp freemode male, and export, yet everything bugs out. I use 3DS 2016 and 2018 and I get the same result on both. Anyone know why? Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1071457757 Share on other sites More sharing options...
MARK2580 Posted January 27, 2021 Share Posted January 27, 2021 On 1/19/2021 at 11:50 AM, ExodusRPW said: No matter what I export using this GIMS, clothing is unrigged after the export. The model is untouched and all I do is import from the game a vanilla clothes, import it with the SKEL file of mp freemode male, and export, yet everything bugs out. I use 3DS 2016 and 2018 and I get the same result on both. Anyone know why? Just download the corrected version from the initial message (UPDATE 3) Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1071464969 Share on other sites More sharing options...
Rhydium Posted January 30, 2021 Share Posted January 30, 2021 Download link doesn't work.. anyone who has a new one for me? Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1071467422 Share on other sites More sharing options...
MARK2580 Posted January 31, 2021 Share Posted January 31, 2021 23 hours ago, Rhydium said: Download link doesn't work.. anyone who has a new one for me? The link to Update3 works, the other versions are useless because they are broken. Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1071468026 Share on other sites More sharing options...
ISAFxGhost Posted February 6, 2021 Share Posted February 6, 2021 I know this is an OLD topic as this is 2021 now, but everytime i try to export this model and it keeps crashing my GIMS. I know it takes a while to export but when it gets to a certain point my gims goes away and my pc freezes, Then it shows this error "[ERROR] -- Unable to convert: undefined to type: String [STACK] ** thread data: threadID:23264 ** ------------------------------------------------------ ** [stack level: 0] ** In _DoQuickSort(); filename: C:\Users\coles\AppData\Local\GIMS\Shared\Files\00_Core.ms; position: 255029; line: 6809 ** member of: StructDef:ArrayOpsstr ** ------------------------------------------------------ ** [stack level: 1] ** called from QuickSort(); filename: C:\Users\coles\AppData\Local\GIMS\Shared\Files\00_Core.ms; position: 256500; line: 6857 ** member of: StructDef:ArrayOpsstr ** ------------------------------------------------------ ** [stack level: 2] ** called from PrepareMeshForExport(); filename: C:\Users\coles\AppData\Local\GIMS\V\Files\03_MAXFactory.ms; position: 12023; line: 286 ** member of: StructDef:strObjectMgr ** ------------------------------------------------------ ** [stack level: 3] ** called from StructFromScene(); filename: C:\Users\coles\AppData\Local\GIMS\V\Files\03_MAXFactory.ms; position: 86351; line: 2029 ** member of: StructDef:strObjectMgr ** ------------------------------------------------------ ** [stack level: 4] ** called from Child loop; filename: C:\Users\coles\AppData\Local\GIMS\V\Files\03_MAXFactory.ms; position: 67108; line: 1561 ** member of: anonymous codeblock ** ------------------------------------------------------ ** [stack level: 5] ** called from StructFromScene(); filename: C:\Users\coles\AppData\Local\GIMS\V\Files\03_MAXFactory.ms; position: 67490; line: 1573 ** member of: StructDef:strObjectMgr ** ------------------------------------------------------ ** [stack level: 6] ** called from i loop; filename: C:\Users\coles\AppData\Local\GIMS\V\Files\99_GUI.ms; position: 187072; line: 3878 ** member of: anonymous codeblock ** ------------------------------------------------------ ** [stack level: 7] ** called from Export_StructsFromObjs(); filename: C:\Users\coles\AppData\Local\GIMS\V\Files\99_GUI.ms; position: 187250; line: 3887 ** member of: StructDef:GUIstr ** ------------------------------------------------------ ** [stack level: 8] ** called from InvokeEvent(); filename: C:\Users\coles\AppData\Local\GIMS\Shared\Files\00_Core.ms; position: 404390; line: 10760 ** member of: StructDef:GUIMgrstr ** ------------------------------------------------------ ** [stack level: 9] ** called from ContinueFromSelection(); filename: C:\Users\coles\AppData\Local\GIMS\Shared\Files\99_GUI.ms; position: 13658; line: 326 ** member of: StructDef:strGUI ** ------------------------------------------------------ ** [stack level: 10] ** called from InvokeEvent(); filename: C:\Users\coles\AppData\Local\GIMS\Shared\Files\00_Core.ms; position: 404390; line: 10760 ** member of: StructDef:GUIMgrstr ** ------------------------------------------------------ ** [stack level: 11] ** called from MouseClick(); filename: C:\Users\coles\AppData\Local\GIMS\Shared\Files\00_Core.ms; position: 413515; line: 10941 ** member of: StructDef:GUIMgrstr ** ------------------------------------------------------ ** [stack level: 12] ** called from top-level [OldErrorStream] " [AddInfo level 3] #obj: #ParamSource: EGIMS_V_ModelMesh:Game mesh #SetOwnProgress: false #objClass: EGIMS_V_ModelMesh [AddInfo level 4] #obj: "walls" #objClass: EGIMS_V_ModelMesh [AddInfo level 5] #obj: #LODGroupValues: [4] #( 9998.0, 9998.0, 9998.0, 9998.0, ) #UseBones: true #CalcDataCRC: false #DataCRC: -1 #Dummy: Dummy #ParamSource: see <#obj> #SetOwnProgress: true #objClass: EGIMS_V_Model [AddInfo level 6] #obj: "test_interior" #objClass: EGIMS_V_Model Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1071472392 Share on other sites More sharing options...
SpreadKiller Posted March 4, 2021 Share Posted March 4, 2021 (edited) Having abit of a problem. I've got 3ds Max 2019 educational and tried to install GIMS, installs just fine but when i try to confirm the locations of the (materials.dat - meterialfx.dat) i get the screen on the left but it stays blacked out and doesnt go any further. Screenshot Edit: Instantly fixed itself after switching versions from 2019 to 2020 hopefully this helps others with the same problem trying to get into GIMS Evo Edited March 6, 2021 by SpreadKiller Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1071493712 Share on other sites More sharing options...
lpgunit Posted March 8, 2021 Share Posted March 8, 2021 On 1/15/2021 at 7:39 PM, MARK2580 said: I doubt that it can work for the 2021 version, it works quite poorly even in 2020. The stable version is only the original, which works up to the 2016 version inclusive. @lpgunit Do you have a problem with the fact that after a while GIMS starts to import models for a very long time? And also the whole model is "divided" into separate polygons, this can be seen from statistics, there are much more vertexes than polygons, and should be 3 times less. For example, like the skirt of the model that you have in the message. I do get that sometimes, though besides the facial rig anomalies, materials are also messed up as what you can see on the screenshot you were referring to. If UVs overlap e.g. with one-sided faces or clothes being mirrored, shading issues show up (hint: Snow White's face and torso looks too flat yet her skirt seems fine as it doesn't overlap any other UVs) Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1071496361 Share on other sites More sharing options...
MARK2580 Posted March 9, 2021 Share Posted March 9, 2021 I have repeatedly asked the original author to finally update his script for the new 3ds max, but he always replies that he has no time at all. lpgunit 1 Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1071496768 Share on other sites More sharing options...
lpgunit Posted March 9, 2021 Share Posted March 9, 2021 1 hour ago, MARK2580 said: I have repeatedly asked the original author to finally update his script for the new 3ds max, but he always replies that he has no time at all. Yeah, 'tis sad to know that he basically abandoned this and GIMS IV. He did however decrypt the sources to the latter in case there's anyone out there who's more than willing to pick up where he left off. Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1071496801 Share on other sites More sharing options...
kirill_mapper Posted March 25, 2021 Share Posted March 25, 2021 (edited) Hello Modders! Small update to the latest version of GIMS from this forum: https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020 -Fixed the material editor window (Removed the ability to minimize the material editor window, which previously rendered it inoperative when reopened) -Fixed a bug with inverted normals of the collision objects of Cube, Ball, Cylinder, etc. due to incorrect accounting of the minimum and maximum boundaries -Added Unembed game material textures tool, reverse embeded -Added ATI2 Pixel Format in Materials Changes and additional parameters for light sources: -More correct display of light in the viewports -Editing some parameters of the light was rendered -Added the ability to take into account Tangent light, in manual mode or auto (if turned off by custom mod) -Culling plane can use 2 coordinate systems (local and world) -Hash name can be generated from the name or entered manually -Assigned names of commonly used flags and numbers for time flags P.S. Since I am not a programmer and for the first time discovered the maxscript for myself, some inaccuracies remained and in some cases I had to use crutches, but in general it will be more convenient to work with light. ________________________________________ ©kirill_mapper by komarovs_mappers team Download https://drive.google.com/file/d/1vAxyqztYyvodMAbQGiZPU5JpNqwd1tml/view?usp=sharing Edited March 26, 2021 by kirill_mapper T-ru and Tut. 2 Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1071508240 Share on other sites More sharing options...
LyannaOfficial Posted April 12, 2021 Share Posted April 12, 2021 how can i fix the issue with starting up 3ds max 2020 after putting the GIMS file in %appdata% 1page back and then local and the script gims files in the script map from 3ds max and then starting up 3ds max and i getting the error Gims start Can't start the shared core.--compile error: only throws without arguments are premitted in catch expressions -- compile error: only throws without arguments are premitted in catch expressions how can i fix it i already deleted the 2021.2 what i had because of this error and i can't find any other 3ds max versions then this 2020 and the 2021 what had the same issue Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1071520856 Share on other sites More sharing options...
quechus13 Posted May 2, 2021 Share Posted May 2, 2021 Is it just me or is exporting EXTREMELY slow, even for a 20K polygon file. I started noticing this after I upgraded to this new GIMS. Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1071534647 Share on other sites More sharing options...
youcefaliouche Posted May 20, 2021 Share Posted May 20, 2021 hello guys pls can u help me ? ihave a probleme with GIMS EVO [1 errors] 1 times: Nothing found to export. [0 warnings] Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1071547034 Share on other sites More sharing options...
MARK2580 Posted July 1, 2021 Share Posted July 1, 2021 (edited) On 5/2/2021 at 11:42 PM, quechus13 said: Is it just me or is exporting EXTREMELY slow, even for a 20K polygon file. I started noticing this after I upgraded to this new GIMS. The fan version of GIMS is completely broken, some time after starting 3ds max it starts to slow down like hell, importing or exporting any smallest mesh for 3 or more minutes, only a complete restart of 3ds max helps, and so on in a circle. No one has fixed it so far, and the original author has long given a damn about everything. The authors of OpenIV are also not very smart, they came up with this idiotic format, but they did not think of making their own importer-exporter. Edited July 1, 2021 by MARK2580 Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1071572693 Share on other sites More sharing options...
techygamebar Posted July 25, 2021 Share Posted July 25, 2021 A fresh installation video with download links for 3ds Max 2017-20 Thanks , any help on discord Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1071599830 Share on other sites More sharing options...
black0 Posted August 28, 2021 Share Posted August 28, 2021 On 5/28/2019 at 12:22 AM, linkinforever said: Merhaba, 3ds max 2016+ için GIMS hakkında çok fazla istek aldım, peki işte gidiyorum düzelttim. 3dsmax 2018 ve 2020'de test edildi ve iyi çalışıyor. Düzeltmeler : - Başlangıçta "Paylaşılan Çekirdek" Hatası - Başlangıçta "Yardımcı Programlar Kaçtı" Hatası - "Kaynak bulunamıyor" Alma Hatası - NinjaRipper ve Max Payne 3 de sabit. - .Net GUI Başlangıç Sorunları - Dışa Aktarmada "Çalışma Zamanı" hatası - Malzeme dönüştürmede "Çalışma Zamanı" hatası Çekim : Başlangıç http://img.mostafa3d.net/di/1PDS/A.jpg Alma http://img.mostafa3d.net/di/VIYO/B.jpg Malzeme Düzenleme http://img.mostafa3d.net/di/J9J5/C.jpg GTA Nesneleri Oluşturma http://img.mostafa3d.net/di/CLBS/D.jpg Ihracat http://img.mostafa3d.net/di/4BD7/E.jpg Bağlantıyı İndirin : http://s000.tinyupload.com/index.php?file_id=00086192853612613946 veya Burayıtıklatın. Dondurucu Sabit Sürüm : http://s000.tinyupload.com/index.php?file_id=02588146067631439730 Ayna: http://rockstarvision.com/GIMS_2016+_ManualInstall_v2.zip Nasıl Yüklenir : 1. _3dsmaxroot verileri 'C:\Program Files\Autodesk\3ds Max 2018' gibi 3ds max köküne kopyalayın 2. _local 'C:\Users\yourusername\AppData\Local' konumuna kopyalayın 3. Klasör seçebileceğiniz malzemeler için maksimum başlattıktan sonra _local\GIMS\MaterialData'da bunların son sürümünü oraya koydum. UYARI : Ana çekirdeğin ve diğer parçaların herhangi bir kodunu değiştirmedim, sadece 3ds max'in yeni sürümünün neden olduğu hata parçalarını düzelttim... Ancak GIMS, sekme değiştirmede rastgele 2- 5 dakika dondurur, hatası yoktur ve bir süre sonra iyi olacaktır. Neden dondurulduğunu bulmaya çalıştım ama orijinal geliştirici kodlamasıyla gerçekten karıştı [ üzgünüm 3Doomer ] Her ne olursa olsun, 3Doomer GIMS UI oluşturmak için Eski yöntemleri kullandığında 3dsmax 2018 ve .Net UI'de yapılan GUI değişiklikleri nedeniyle olduğuna inanıyorum. Btw , İyi çalışıyor ve diğer sistemlerde test ettim ve sadece ikisinde bu sorun vardı ve biri iyiydi. GÜNCELLEME 2 : Donma Sorunu tuxick ile düzeltildi. Dikkat : Sürüm yüklenen Son sürümüdür OpenIV ve bu froum bulundu , Ben YENI SÜRÜMLERI GÜNCELLEMEYİn AMA GIMS SOURCE'u AÇIK BIRAKTIM, böylece herkes bunu araştırabilir ve ne gibi değişiklikler yaptığımı öğrenebilir ve donma sorununu düzeltip düzeltemeyeceğinizi öğrenebilir. GÜNCELLEME 3 : Tosyk tarafından yapılan Çeşitli Düzeltmeler . GIMS Evo sabit 2009-2020 Tosyk tarafından İyi eğlenceler I can't download anything from the link Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1071630302 Share on other sites More sharing options...
IndianaLiam1 Posted September 4, 2021 Share Posted September 4, 2021 AAAAAAAAAAA WHY DOES IT KEEP YELLING AT ME ABOUT A f*ckING MISSING TEMP FILE?! Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1071635452 Share on other sites More sharing options...
Comunista_CZ Posted December 28, 2021 Share Posted December 28, 2021 Hi, I'm trying to modify the terrain cayo perica but I ran into a problem when the model uses shaders and blend so it can't load textures .. even if you manually choose the path to the correct files still 3ds max and gims showing missing texture (Pink / Purple color of full model ) Has anyone been able to solve this problem? Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1071763030 Share on other sites More sharing options...
D-Vex Posted February 15, 2022 Share Posted February 15, 2022 Links Are dead, cant get it, i run 3ds max 2020 and 2022 Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1071795881 Share on other sites More sharing options...
quechus13 Posted March 30, 2022 Share Posted March 30, 2022 I'm bumping this cause I literally had to downgrade to 3ds max 2011 so I can actually export stuff properly. I swear the new update takes forever to export and I tested it and I exported a 200K model on 3ds max 2017 with the "update" and it took 1.5 hours to export while on 2011 it took me 25 minutes. Could someone please fix it? Whos should I contact?? 2017 is and the latter are better 3ds max versions but this bug is just super annoying. Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1071829590 Share on other sites More sharing options...
Luman Posted April 22, 2022 Share Posted April 22, 2022 Hi everyone. I would like to know if anyone has encountered such a problem that when you add custom clothing model starts to shine at certain times of the day (afternoon at 12:00)? What could this problem be? I tried almost everything I could. From changing the color of the vertices, to editing the shaders and bones. It feels like the problem is directly related to the 3d model, a large number of polygons, or something else. Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1071842891 Share on other sites More sharing options...
Luman Posted April 25, 2022 Share Posted April 25, 2022 If you encounter the same problem as me (your clothes start to shine or you have a game crash when you select your model), then you need to: 1. Change the shader for the material of your clothes to "Normal Bump", with parameters "normal_spec" 2. Create a copy of your clothing model and give it the Level of Detail to "Medium". 3. Add a new material to the copied model (or edit an existing copied material) and select the "Ped" shader in it with the "ped_default" parameter. Good luck! Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1071844210 Share on other sites More sharing options...
the_mario Posted May 17, 2022 Share Posted May 17, 2022 On 4/22/2022 at 4:22 PM, Luman said: Hi everyone. I would like to know if anyone has encountered such a problem that when you add custom clothing model starts to shine at certain times of the day (afternoon at 12:00)? What could this problem be? I tried almost everything I could. From changing the color of the vertices, to editing the shaders and bones. It feels like the problem is directly related to the 3d model, a large number of polygons, or something else. You are in luck, since I know how to fix this super niche problem. This is happening because your clothes are turning wet, perhaps due to the sweat effect. You cannot fix this in 3dsmax, since it does not set vertex colors properly. You need to go into Zmodeler and manually fix the model there. You can use a default model to find the reference values. Make sure to adjust for every color channel and primary/secondary colors. Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1071859538 Share on other sites More sharing options...
elharraq Posted October 17, 2022 Share Posted October 17, 2022 Hello everyone, i really need somesons help about exporting problem, small object take ages , i looked everywhere and i tried everything, nothing helps, i tried 3ds 2017 and 2016 yet nothing, so pls can anyone give a solution , some links to download a fix files are dead, thanks in advance Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1071995107 Share on other sites More sharing options...
kirill_mapper Posted December 27, 2022 Share Posted December 27, 2022 On 3/26/2021 at 1:12 AM, kirill_mapper said: Hello Modders! Small update to the latest version of GIMS from this forum: https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020 -Fixed the material editor window (Removed the ability to minimize the material editor window, which previously rendered it inoperative when reopened) -Fixed a bug with inverted normals of the collision objects of Cube, Ball, Cylinder, etc. due to incorrect accounting of the minimum and maximum boundaries -Added Unembed game material textures tool, reverse embeded -Added ATI2 Pixel Format in Materials Changes and additional parameters for light sources: -More correct display of light in the viewports -Editing some parameters of the light was rendered -Added the ability to take into account Tangent light, in manual mode or auto (if turned off by custom mod) -Culling plane can use 2 coordinate systems (local and world) -Hash name can be generated from the name or entered manually -Assigned names of commonly used flags and numbers for time flags P.S. Since I am not a programmer and for the first time discovered the maxscript for myself, some inaccuracies remained and in some cases I had to use crutches, but in general it will be more convenient to work with light. ________________________________________ ©kirill_mapper by komarovs_mappers team Download https://drive.google.com/file/d/1vAxyqztYyvodMAbQGiZPU5JpNqwd1tml/view?usp=sharing GIMS COMPATIBLE FOR ALL 3DS MAX. UPDATE: ================================================================================================================ -GIMS REBUILT: -INCLUDED PREVIOUS FIXES -Fixed UI Buttons -Fixed import of collision primboxes building a matrix on -nan(ind) values. Thx 3doomer for hint -Added performance mode, disable call stack capture for new versions of 3ds max -Added forced unify to average for normals on import -Added ATI1 compression mode for textures P.S. GIMS still needs general bug fixes to fix vertex buffer sorting on export and other fixes ________________________________________ ©kirill_mapper by komarovs_mappers team keihaan382 1 Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1072057574 Share on other sites More sharing options...
kirill_mapper Posted June 6, 2023 Share Posted June 6, 2023 On 12/28/2022 at 1:43 AM, kirill_mapper said: GIMS COMPATIBLE FOR ALL 3DS MAX. UPDATE: ================================================================================================================ -GIMS REBUILT: -INCLUDED PREVIOUS FIXES -Fixed UI Buttons -Fixed import of collision primboxes building a matrix on -nan(ind) values. Thx 3doomer for hint -Added performance mode, disable call stack capture for new versions of 3ds max -Added forced unify to average for normals on import -Added ATI1 compression mode for textures P.S. GIMS still needs general bug fixes to fix vertex buffer sorting on export and other fixes ________________________________________ ©kirill_mapper by komarovs_mappers team GIMS COMPATIBLE FOR ALL 3DS MAX. UPDATE2: ================================================================================================================ -Fixed import normals and Disabled crutch in the form of forced unification for averaging normals when importing -Fixed export broken tangents if vertices in UVs are in the same place P.S. GIMS still needs bug fixes: Fixes for sorting the vertex buffer when exporting Fixes for missing class names in 3ds max 2022+ ________________________________________ ©kirill_mapper by komarovs_mappers team keihaan382 1 Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1072152659 Share on other sites More sharing options...
kirill_mapper Posted July 27, 2023 Share Posted July 27, 2023 (edited) On 6/6/2023 at 6:21 PM, kirill_mapper said: GIMS COMPATIBLE FOR ALL 3DS MAX. UPDATE2: ================================================================================================================ -Fixed import normals and Disabled crutch in the form of forced unification for averaging normals when importing -Fixed export broken tangents if vertices in UVs are in the same place P.S. GIMS still needs bug fixes: Fixes for sorting the vertex buffer when exporting Fixes for missing class names in 3ds max 2022+ ________________________________________ ©kirill_mapper by komarovs_mappers team GIMS COMPATIBLE FOR ALL 3DS MAX. UPDATE3: =========================== -Fixed large interface size -Added "FixVertexColorSplit" Tool, working as an action script function, the function selects the vertex color channel and welds the vertex of the same color. P.S. Missing class names for GIMS objects in 3ds max 2023-2024 versions, due to Scripted Plug-ins reverting to previous settings for names that existed prior to 2014. This is an Autodesk filed bug and will be fixed in 3ds max 2025 version or later --------------------------- GIMS still needs bug fixes: Fixes for sorting the vertex buffer when exporting _______________________________________ ©kirill_mapper by komarovs_mappers team Edited July 27, 2023 by kirill_mapper T-ru 1 Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1072184709 Share on other sites More sharing options...
kaechronicles Posted August 28, 2023 Share Posted August 28, 2023 CAN I GET HELP PLEASEEEEEEEEEEEEEEEEEEEEEEE , NO MATTER WHAT FOLDER I PICK , ITS NOT WORKING Link to comment https://gtaforums.com/topic/929447-gta-v-gims-for-3dsmax-2017-2020/?do=findComment&comment=1072204353 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now