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 [IV,EFLC|REL] GIMS IV

 Game Indefinite Modding Suite IV
 
3Doomer  
Posted: Friday, Apr 15 2011, 12:32
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GIMS developer
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Script's fully compatible with 3D MAX 2012.
Other versions after 9 SP 1 should work too, but they won't be supported by me.

Script needs OpenIV 1.0(or newer version) for openFormats<>Game_Resource conversion(ODR<>WDR, OBN<>WBN, etc... ).
Further information about openFormats's on the OpenIV website, or HERE.

Abilities:
QUOTE
+ IDE import/export
+ WPL import/export
+ Paths import/export
+ Water/Shorelines import/export
+ ODR/ODD import/export
+ OBN/OBD import/export


Script's starting from the "Utilities" tab.

ChangeLog

ThanksTo:
Alexander
Blaster_nl
Chipsman
Deniska
GooD
GTArandom
Listener
Neville
solom
Game collisions map

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This post has been edited by 3Doomer on Wednesday, Jul 11 2012, 13:59

O This mod is hosted at GTAGarage.com

Screenshots:
GTAGarage screenshot

Downloads:
Download GIMS IV manual install - 3.857MB, uploaded on Aug 27 2012, downloaded 4925 times
Download GIMS IV web install - 0.019MB, uploaded on Jul 04 2012, downloaded 2534 times

Click here to view the mod at GTAGarage

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3Doomer  
Posted: Friday, Apr 15 2011, 13:58
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15.04.2011 14:43 UTC:
+Added poly smoothing groups support for WDR exporter

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Download from the header post.
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vans123  
Posted: Friday, Apr 15 2011, 14:44
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Cool, we got Gims back and going over! cool!
so, this new WDR exporter means...a happily and cool export without expecting errors at Scriptlistener?
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pmillett  
Posted: Friday, Apr 15 2011, 14:45
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The Dragon King
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Excellent. Any news on WFT?
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3Doomer  
Posted: Friday, Apr 15 2011, 14:56
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GIMS won't support any other model resources than WDR, only openFormats.
WDR export also won't support any new shaders, because I can't understand the resources structure well, and Shadow's DLL don't support them
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pmillett  
Posted: Friday, Apr 15 2011, 15:01
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The Dragon King
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ok that makes sense..... I guess.
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3Doomer  
Posted: Friday, Apr 15 2011, 18:40
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+Fixed texture coordinates error in WDR exporter

DOWNLOAD
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TheChopShop  
Posted: Friday, Apr 15 2011, 19:41
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good to see GIMS get it's own thread

14.04.2011 0:22 UTC: after flippn all the materials into GTA4Mesh, and double checking that each poly material ID for each part ran in correct succession, there's still a lot not showing..
the tower, tower base and cables are finally visible.. but none of the tarmac, walls, bridge or any other parts are.. so am I correct in assuming that the wpl export is still a bit buggd?

user posted image user posted image

or are there any significant updates in 15:4 that would cure this?
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3Doomer  
Posted: Friday, Apr 15 2011, 19:50
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try to export models with only one texture and all poly material IDs set to 1
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goin-god  
Posted: Friday, Apr 15 2011, 19:53
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Didn't know about this project. Looks very good.
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bammargera  
Posted: Friday, Apr 15 2011, 20:40
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Just Call Me Rob, Its Easier That Way
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This sounds brilliant, any plans on the IV skeleton system in the future? Allowing custom ped's and player models?
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3Doomer  
Posted: Friday, Apr 15 2011, 22:34
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Models with all features support'll be realized through the openFormats(see OpenIV thread)

===
QUOTE

17.04.2011 17:45 UTC:
+WDR export fix
+WPL importer upgraded to import WDR models



This post has been edited by 3Doomer on Sunday, Apr 17 2011, 16:49
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ersel54  
Posted: Sunday, Apr 17 2011, 21:28
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ONE BLOOD
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QUOTE (bammargera @ Apr 15 2011, 20:40)
This sounds brilliant, any plans on the IV skeleton system in the future? Allowing custom ped's and player models?

yeah! that would nice if he planned..
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quechus13  
Posted: Sunday, Apr 17 2011, 21:50
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Boss
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So how many polys can we export through the WDR exporter?
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3Doomer  
Posted: Sunday, Apr 17 2011, 23:12
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As many, as you want, there's no limit...but don't forget to resave models through the openFormats
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TheChopShop  
Posted: Monday, Apr 18 2011, 04:24
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QUOTE (3Doomer @ Apr 15 2011, 19:50)
try to export models with only one texture and all poly material IDs set to 1

mercie_blink.gif doesn't that defeat the purpose? (tower base shows and it has 3 materials assigned (1 sub/multi))

guess I'll try again with 17-4 tho - btw, OFs saved wdr's crash Zm on import bored.gif
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quechus13  
Posted: Monday, Apr 18 2011, 04:30
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Well I couldn't export 20,000 Polys (WDR)

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3Doomer  
Posted: Monday, Apr 18 2011, 13:48
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May be, it's Shadow's DLL error, or your mistake...why can't?

===

I've fixed smoothing groups export today, archive's updated.

This post has been edited by 3Doomer on Monday, Apr 18 2011, 13:51
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pmillett  
Posted: Monday, Apr 18 2011, 16:04
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The Dragon King
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Question! Will the exporters for WFT and WDR eventually be OFT/ODR for openFormats? Since they (openFormats Team) can tell you the structure to export Shaders? Or am I over thinking this?
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3Doomer  
Posted: Monday, Apr 18 2011, 16:22
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yes, mine WDR exporter(which uses Shadow's plugin) is a temprorarily solution.
there'll be openFormats ODR,OFT...
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