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GTA Modification Forums
[IV,EFLC|REL] GIMS IV Game Indefinite Modding Suite IV
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nine30  |
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Punk-ass Bitch

Group: Members
Joined: Jul 16, 2011


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| QUOTE (3Doomer @ Friday, Jul 27 2012, 12:37) | I've already posted the solution earlier...
1) update gims 2) you´ll get smth about "GUI loading error" at the next startup, so: 3) go to the gtagarage and download the web installer package 4) copy gims.mse as described in the readme 5) now you can start gims without any problems(I hope) | 3DOOMER, i saw how friend convert the same map as me, the problem is not GIMS, its from 3DS, first thing that explain that, i cannot see your map, 2nd thing, when i convert its ok but my map become all grey, all textures disappear and i have to reinstall them but still no workin. I have 2012 french trial 3ds max can i erase it and use english one i mean do i still keep my 20 days trial o its dead ?
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Limiter  |
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GTA Modder

Group: Members
Joined: Dec 3, 2010


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| QUOTE (Blaster_nl @ Friday, Jul 27 2012, 12:36) | | QUOTE (Limiter @ Friday, Jul 27 2012, 09:29) | Okay 3doomer,
I notice a lot of you people work with 64-bit, but my PC is still 32 bit.
Question 1: This may be a dumb question, but will the current GIMS work on Max 2012 32-bit correctly?
Question 2: And also, some guys previous just complained of a bug, (can't seem to find that post but it is recently). You replied stating that this IS indeed a bug on the current GIMS. Then that someone wanted old GIMS from winter 2011 back. My point is...is that bug fixed?? I don't want to update into a buggy GIMS.
Cheers,
Limiter |
Wait for GIMS Evo(lution?). That's probably what 3D gonna say. |
I have no time to wait for GIMS evo.  3doomer, can you please answer my question, I have quoted my post as well since this is a new page.
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3Doomer  |
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GIMS developer

Group: Members
Joined: Apr 4, 2007



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| QUOTE (Limiter @ Friday, Jul 27 2012, 21:37) | | QUOTE (Blaster_nl @ Friday, Jul 27 2012, 12:36) | | QUOTE (Limiter @ Friday, Jul 27 2012, 09:29) | Okay 3doomer,
I notice a lot of you people work with 64-bit, but my PC is still 32 bit.
Question 1: This may be a dumb question, but will the current GIMS work on Max 2012 32-bit correctly?
Question 2: And also, some guys previous just complained of a bug, (can't seem to find that post but it is recently). You replied stating that this IS indeed a bug on the current GIMS. Then that someone wanted old GIMS from winter 2011 back. My point is...is that bug fixed?? I don't want to update into a buggy GIMS.
Cheers,
Limiter |
Wait for GIMS Evo(lution?). That's probably what 3D gonna say. |
I have no time to wait for GIMS evo. 
3doomer, can you please answer my question, I have quoted my post as well since this is a new page. | I've answered what to do HERE. 2 nine30: Map issue: RMB on the viewport -> Unfreeze all Textures disappearing: IDK what're you really talking about...
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Blaster_nl  |
Posted: Saturday, Jul 28 2012, 15:41
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GTA V

Group: Members
Joined: Oct 16, 2005



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33333333333Doomer,
Would U add the ability in GimsEvo to import WPl with HASH names, instead of HEX. If the name is not known, it always export different hashes, resulting in wrong objects or mostly non objects at all.
Name object '3Doomer', export wpl, open wpl in openiv, hash is: hash:3165064295 Import wpl with gims, hex is: bca70c67, export wpl again and hash is hash:3828816104
Rename 'bca70c67 to '3Doomer' and hash is hash:3165064295 again.
I can't make any changes in a wpl without adding all IDE files first. This post has been edited by Blaster_nl on Saturday, Jul 28 2012, 15:50
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GTARandom  |
Posted: Saturday, Jul 28 2012, 15:59
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GTA player since 2001

Group: Members
Joined: Jun 15, 2009



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Current GIMS is f*cked in all sorts of ways, here's what needs to be fixed: - Garage Export
- Ladders aren't functional in-game when exported from GIMS
- Perfect MLO (still not 100% like original MLO)
- Weapons helpers aren't much of a use, only after you move the central bone you can see changes.
- As Blaster said, sometimes even LC objects are Unknown, and when they are tried to be imported, they are named as HEX values instead of decimal (uint32 or int32) hashes. I think for best results, you should make naming of unknown entities as hashes.
- Water.dat should be updated to allow editable meshes being exported, instead of just standard types of Max(planes)
There is more which i probably left out for now, but i'd like these fixed ASAP. This post has been edited by GTARandom on Saturday, Jul 28 2012, 16:03
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3Doomer  |
Posted: Saturday, Jul 28 2012, 18:52
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GIMS developer

Group: Members
Joined: Apr 4, 2007



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| QUOTE (GTARandom @ Saturday, Jul 28 2012, 18:59) | Current GIMS is f*cked in all sorts of ways, here's what needs to be fixed:
- Garage Export
- Ladders aren't functional in-game when exported from GIMS
- Perfect MLO (still not 100% like original MLO)
- Weapons helpers aren't much of a use, only after you move the central bone you can see changes.
- As Blaster said, sometimes even LC objects are Unknown, and when they are tried to be imported, they are named as HEX values instead of decimal (uint32 or int32) hashes. I think for best results, you should make naming of unknown entities as hashes.
- Water.dat should be updated to allow editable meshes being exported, instead of just standard types of Max(planes)
There is more which i probably left out for now, but i'd like these fixed ASAP. |
1) I'm working on that. 2) IDK why they don't work with new map objects(working fine with game models; random car placement don't work by the same reason which IDK). 3) So...what? 4) ????????????? 5) ... 6) Water can be only presented with planes, nothing else. 2 Blaster_nl: Very interesting...I'll check. === I think, I've fixed the garages | QUOTE | 28.7.2012 23:38 GMT+4: *Fixed material alpha saving *Fixed collision material color visualization *Fixed WPL garages import\export
| This post has been edited by 3Doomer on Saturday, Jul 28 2012, 19:40
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simkas  |
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That guy

Group: Members
Joined: Dec 13, 2006



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| QUOTE (DrDean @ Sunday, Jul 29 2012, 04:43) | | I made a new hat for the cops, but it's really shiny even though it shouldn't be. I made new bodies for the cops as well with the default material settings (with new specular, normal, and diffuse maps of course) and they weren't shiny at all. The default cop hat isn't shiny, and I used the default settings for that, but for some reason it looks like it was glazed in vegetable oil. The specular map is pitch black, and I've tried varying settings to no avail. I'm not really sure why it's doing this. Do you know why? Apparently other people have this issue with pedprops as well. | Make sure you adjust the specular mask color and strength in the GIMS material editor. Most vanilla models use full red for the specular, that seems to work just fine.
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