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Pages: (129) « First ... 101 102 [103] 104 105 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [IV,EFLC|REL] GIMS IV

 Game Indefinite Modding Suite IV
 
steel89ita  
Posted: Friday, Jun 22 2012, 11:16
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QUOTE (3Doomer @ Thursday, Jun 21 2012, 21:40)
I've posted a video - reply.

Nice that it works for you, but that's was not really a solution for me..
BUT I FINALLY found the problem smile.gif
There were some problems with the Nitrous Graphics, I switched to Direct3D and now it works wihtout problems,
with a huge performace boost on painting!!
GREAT!! Thanks
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3Doomer  
Posted: Friday, Jun 22 2012, 15:00
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Oh, I've forgot a very important thing - only Direct3D'll work fine with shaders.
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wapeddell  
Posted: Saturday, Jun 23 2012, 10:20
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GIMS IV::File "02_Core.gmod" loading error!
-- Type error: Call needs function or class, got: undefined
** thread data: threadID:2140
** ------------------------------------------------------
** [stack level: 0]
** In module loop; filename: C:\Program Files\Autodesk\3ds Max 2012\scripts\startup\GIMS_IV.mse; position: 15865; line: 51
** Defined in encrypted script
** ------------------------------------------------------
** [stack level: 1]
** called from gimsinclude(); filename: C:\Program Files\Autodesk\3ds Max 2012\scripts\startup\GIMS_IV.mse; position: 16026; line: 51
** Defined in encrypted script
** ------------------------------------------------------
** [stack level: 2]
** called from startgims(); filename: C:\Program Files\Autodesk\3ds Max 2012\scripts\startup\GIMS_IV.mse; position: 16403; line: 53
** Defined in encrypted script
** ------------------------------------------------------
** [stack level: 3]
** called from anonymous codeblock; filename: C:\Program Files\Autodesk\3ds Max 2012\scripts\startup\GIMS_IV.mse; position: 18259; line: 57
** Defined in encrypted script
** ------------------------------------------------------
** [stack level: 4]
** called from top-level
GIMS IV::Loaded with errors.
Max to Physcs Geometry Scale = 1.0
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FuRRoRo  
Posted: Sunday, Jun 24 2012, 10:35
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I am getting:
CODE
GIMS IV::File "02_Core.gmod" loading error!
-- Syntax error: at on, expected member name or local function:
--  In line:
GIMS IV::Loaded with errors.

every time. Reinstallation won't help. How should I install it then?
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terreur69  
Posted: Sunday, Jun 24 2012, 11:50
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QUOTE (FuRRoRo @ Sunday, Jun 24 2012, 12:35)
I am getting:
CODE
GIMS IV::File "02_Core.gmod" loading error!
-- Syntax error: at on, expected member name or local function:
--  In line:
GIMS IV::Loaded with errors.

every time. Reinstallation won't help. How should I install it then?


QUOTE (3Doomer @ Monday, Jun 18 2012, 12:39)
1) TOTALLY uninstall GIMS
2) Download it from GTAGARAGE(web or manual install - doesn't matter)
3) Install GIMS IV following the readme


it has worked for me.
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Deluxe8900  
Posted: Monday, Jun 25 2012, 00:17
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can I use this to import things from GTAIV to cry engine 3? or not?
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lpgunit  
Posted: Monday, Jun 25 2012, 00:52
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QUOTE (Deluxe8900 @ Monday, Jun 25 2012, 00:17)
can I use this to import things from GTAIV to cry engine 3? or not?

I think you can. Well, since you're importing stuff from RAGE engine games using the toolset, and then churn out CryEngine 3-readable files using Crytek's plugins.
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Dud123  
Posted: Tuesday, Jun 26 2012, 02:29
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what if the model texture looks too dull?
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Slaya101  
Posted: Wednesday, Jun 27 2012, 05:27
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I have the 2013 version works great with it if anyone needs it, just pm me...
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3Doomer  
Posted: Wednesday, Jun 27 2012, 06:35
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I don't think so. Check peds import.
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wapeddell  
Posted: Wednesday, Jun 27 2012, 11:37
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QUOTE (terreur69 @ Sunday, Jun 24 2012, 11:50)
QUOTE (FuRRoRo @ Sunday, Jun 24 2012, 12:35)
I am getting:
CODE
GIMS IV::File "02_Core.gmod" loading error!
-- Syntax error: at on, expected member name or local function:
--  In line:
GIMS IV::Loaded with errors.

every time. Reinstallation won't help. How should I install it then?


QUOTE (3Doomer @ Monday, Jun 18 2012, 12:39)
1) TOTALLY uninstall GIMS
2) Download it from GTAGARAGE(web or manual install - doesn't matter)
3) Install GIMS IV following the readme


it has worked for me.

Thanks man for the help
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Blaster_nl  
Posted: Saturday, Jun 30 2012, 14:54
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Treedoomer, is it true the lod manager is very basic? It doesn''t work like how I think it should.


Consider to build in these 2 things:

1. Now you can only search for a prefix, but I want it to search for prefix with the first 3 letters of the original name removed. get it? veg_palm4, the lod name is LOD_palm4, but it can't search for this because it can only check for LODvegpalm04 (or some other prefix).

2. A 'placement' checker'. If I place 100 palms, there is no way I could add lods easily and fast, is there? If you build in a placement checker, like this: 100 palms with the same name, for each palm it checks if there is a LOD with the exact same placement and rotation.

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3Doomer  
Posted: Saturday, Jun 30 2012, 14:58
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QUOTE (Blaster_nl @ Saturday, Jun 30 2012, 17:54)
Treedoomer, is it true the lod manager is very basic? It doesn''t work like how I think it should.


Consider to build in these 2 things:

1. Now you can only search for a prefix, but I want it to search for prefix with the first 3 letters of the original name removed. get it? veg_palm4, the lod name is LOD_palm4, but it can't search for this because it can only check for LODvegpalm04 (or some other prefix).

2. A 'placement' checker'. If I place 100 palms, there is no way I could add lods easily and fast, is there? If you build in a placement checker, like this: 100 palms with the same name, for each palm it checks if there is a LOD with the exact same placement and rotation.

Very interesting, but I don't think that it'll be ready fast.
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terreur69  
Posted: Saturday, Jun 30 2012, 15:00
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QUOTE (Blaster_nl @ Saturday, Jun 30 2012, 16:54)
Treedoomer, is it true the lod manager is very basic? It doesn''t work like how I think it should.
2. A 'placement' checker'. If I place 100 palms, there is no way I could add lods easily and fast, is there? If you build in a placement checker, like this: 100 palms with the same name, for each palm it checks if there is a LOD with the exact same placement and rotation.

if i understand correctly, you want to add the lod on palm with the same co-ordinate, and the same rotation?
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Blaster_nl  
Posted: Saturday, Jun 30 2012, 18:10
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QUOTE (terreur69 @ Saturday, Jun 30 2012, 17:00)
QUOTE (Blaster_nl @ Saturday, Jun 30 2012, 16:54)
Treedoomer, is it true the lod manager is very basic? It doesn''t work like how I think it should.
2. A 'placement' checker'. If I place 100 palms, there is no way I could add lods easily and fast, is there? If you build in a placement checker, like this: 100 palms with the same name, for each palm it checks if there is a LOD with the exact same placement and rotation.

if i understand correctly, you want to add the lod on palm with the same co-ordinate, and the same rotation?

Yeh, I had to place 30 lods and it was very annoying already. Placing the lod is no problem, but i'm struggeling with getting the job done fast with lod manager.
@3Doomer, okay, I hope to see it soon if possible.
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terreur69  
Posted: Saturday, Jun 30 2012, 18:29
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QUOTE (Blaster_nl @ Saturday, Jun 30 2012, 20:10)
QUOTE (terreur69 @ Saturday, Jun 30 2012, 17:00)
QUOTE (Blaster_nl @ Saturday, Jun 30 2012, 16:54)
Treedoomer, is it true the lod manager is very basic? It doesn''t work like how I think it should.
2. A 'placement' checker'. If I place 100 palms, there is no way I could add lods easily and fast, is there? If you build in a placement checker, like this: 100 palms with the same name, for each palm it checks if there is a LOD with the exact same placement and rotation.

if i understand correctly, you want to add the lod on palm with the same co-ordinate, and the same rotation?

Yeh, I had to place 30 lods and it was very annoying already. Placing the lod is no problem, but i'm struggeling with getting the job done fast with lod manager.
@3Doomer, okay, I hope to see it soon if possible.

when you have placed your models ( high ) export on wpl .
after , select the all models on max , rename tools > uncheck ''base name '' and check prefix with ''LOD_"

inport the wpl one you exported earlier , the base's dummy ( wpl of import ) rename on ""detail_0""
select all model > wpl section ( on gims ) > set .
tools section ( gims) > lod manager > on up , select detail_0 , on your left , select all name , on your right , select all name .

export wpl , detail_0 = models high // base wpl = LOD
your model (high ) have a LOD with same possition, rotate .

i hope to be clea colgate.gif .

This post has been edited by terreur69 on Saturday, Jun 30 2012, 18:32
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Blaster_nl  
Posted: Saturday, Jun 30 2012, 23:21
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QUOTE (terreur69 @ Saturday, Jun 30 2012, 20:29)
QUOTE (Blaster_nl @ Saturday, Jun 30 2012, 20:10)
QUOTE (terreur69 @ Saturday, Jun 30 2012, 17:00)
QUOTE (Blaster_nl @ Saturday, Jun 30 2012, 16:54)
Treedoomer, is it true the lod manager is very basic? It doesn''t work like how I think it should.
2. A 'placement' checker'. If I place 100 palms, there is no way I could add lods easily and fast, is there? If you build in a placement checker, like this: 100 palms with the same name, for each palm it checks if there is a LOD with the exact same placement and rotation.

if i understand correctly, you want to add the lod on palm with the same co-ordinate, and the same rotation?

Yeh, I had to place 30 lods and it was very annoying already. Placing the lod is no problem, but i'm struggeling with getting the job done fast with lod manager.
@3Doomer, okay, I hope to see it soon if possible.

when you have placed your models ( high ) export on wpl .
after , select the all models on max , rename tools > uncheck ''base name '' and check prefix with ''LOD_"

inport the wpl one you exported earlier , the base's dummy ( wpl of import ) rename on ""detail_0""
select all model > wpl section ( on gims ) > set .
tools section ( gims) > lod manager > on up , select detail_0 , on your left , select all name , on your right , select all name .

export wpl , detail_0 = models high // base wpl = LOD
your model (high ) have a LOD with same possition, rotate .

i hope to be clea colgate.gif .

Thanks, but I still need doomer to work on my first issue for this to work, because I don't use prefix that way. (first 3 letters are replaced with lod)
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Garju67  
Posted: Saturday, Jun 30 2012, 23:46
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Hey Doomer , any chances of importing/exporting wft files by GIMS ? It's really hard to place them by dummys confused.gif
Or maybe i need to ask in OpenIV thread ... ?

This post has been edited by Garju67 on Saturday, Jun 30 2012, 23:53
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3Doomer  
Posted: Sunday, Jul 1 2012, 13:56
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QUOTE (Garju67 @ Sunday, Jul 1 2012, 02:46)
Or maybe i need to ask in OpenIV thread ... ?

You're on the right way biggrin.gif
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Blaster_nl  
Posted: Sunday, Jul 1 2012, 14:57
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3Doomer, do you know anything about path limits?

While I was working on VCHD, I noticed there are only 10 different types of cars driving in traffic
I checked this in IVSA, also 10
Gostown, I couldnt even count up to 10 (about 7)
I believe VCR has this as well.

Though the cargrp.dat has a lot more vehicles, the game just limits to 10.

Any idea?
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