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 [IV,EFLC|REL] GIMS IV

 Game Indefinite Modding Suite IV
 
3Doomer  
Posted: Friday, Jul 27 2012, 12:37
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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)
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nine30  
Posted: Friday, Jul 27 2012, 14:56
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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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3Doomer  
Posted: Friday, Jul 27 2012, 15:27
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IDK, mb trial version'll work too
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Limiter  
Posted: Friday, Jul 27 2012, 18:37
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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. tounge.gif

I have no time to wait for GIMS evo. tounge.gif

3doomer, can you please answer my question, I have quoted my post as well since this is a new page.
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nine30  
Posted: Friday, Jul 27 2012, 18:59
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QUOTE (3Doomer @ Friday, Jul 27 2012, 15:27)
IDK, mb trial version'll work too

I use the 2012 english version it works !!
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3Doomer  
Posted: Friday, Jul 27 2012, 19:27
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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. tounge.gif

I have no time to wait for GIMS evo. tounge.gif

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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Limiter  
Posted: Friday, Jul 27 2012, 19:37
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I took it as you answered question 2. smile.gif

But question 1: Does gims work correctly on 32-bit max 2012.
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3Doomer  
Posted: Saturday, Jul 28 2012, 12:37
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Why not?
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Blaster_nl  
Posted: Saturday, Jul 28 2012, 15:41
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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.

sad.gif

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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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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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 cool.gif
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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Limiter  
Posted: Sunday, Jul 29 2012, 01:54
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To GTARandom and 3doomer: Ladders are part of 2dfx in ide, right. So in order to get it to work properly, you would need to update the object into the file called "object.dat".

Correct me if I am wrong guys.



Also...By fixed garages, do you mean garage doors opening and closing like in the Alderney mansions or are you meaning slots where you save your parked cars?
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DrDean  
Posted: Sunday, Jul 29 2012, 04:43
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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.

This post has been edited by DrDean on Sunday, Jul 29 2012, 05:27
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3Doomer  
Posted: Sunday, Jul 29 2012, 08:35
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QUOTE (Limiter @ Sunday, Jul 29 2012, 04:54)
Also...By fixed garages, do you mean garage doors opening and closing like in the Alderney mansions or are you meaning slots where you save your parked cars?

I mean that the garage boxes're exporting properly now, without shrinking to 0.
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simkas  
Posted: Sunday, Jul 29 2012, 11:59
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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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AlphaWolF_J  
Posted: Monday, Jul 30 2012, 00:14
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Hi its bee a long tme since i abandoned my GTA modding project due to hitting a wall with not being able to add custom sounds to police voices/chatter and weapon sounds, and ive been really busy creating a massive skyrim mod over @ the nexus
http://skyrim.nexusmods.com/mods/9198
But ive learned so much more with 3dsmax over the months i thought i would redo my GTA mod as i got my hands on some new models for it.
but ive hit a problem with gims where i cant get proper options to select the ped in the material editor and also a strange export problem .
i hopes its just me being rusty and not a version issue with 3dsmax.
user posted image
any would would be appreciated

This post has been edited by AlphaWolF_J on Monday, Jul 30 2012, 00:19
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DrDean  
Posted: Monday, Jul 30 2012, 01:05
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GIMS has its own material editor now. Open GIMS, go down to 'Tools' at the bottom, and open the material editor there.

3Doomer, could you take a look at exported materials for custom pedprops quickly? Everything exported is shiny even though it shouldn't be. It is definitely a problem with GIMS, not on my end. I am using your favorite 3DS Max 2012, I am using the GIMS material editor properly, and most importantly other people have reported this issue with pedprops.

This post has been edited by DrDean on Monday, Jul 30 2012, 01:20
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3Doomer  
Posted: Monday, Jul 30 2012, 06:50
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You´re all applying wrong shader properties - I´ve made some peds/body parts without any problems.

2 AlphaWolf_j:
the export problem´s about the wrong hierarchy.
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AlphaWolF_J  
Posted: Monday, Jul 30 2012, 08:03
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thanks for the rapid reply guys. and i have now found the material editor:) .
Is there a guide anywhere for the new method as i had to follow the method of the old main rigging tut because i was because i am so rusty.

cant remember but can gims import veichals models or player animations if so could you advice on what selections as i cant find any info on this, im not even sure if you can add custom non re placer anims to gta 4.
but i like to use animations to test out rigging in max.

This post has been edited by AlphaWolF_J on Monday, Jul 30 2012, 11:58
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DrDean  
Posted: Monday, Jul 30 2012, 21:21
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QUOTE (3Doomer @ Monday, Jul 30 2012, 06:50)
You´re all applying wrong shader properties - I´ve made some peds/body parts without any problems.

2 AlphaWolf_j:
the export problem´s about the wrong hierarchy.

Are you sure? Peds work fine, it's the pedprops that have broken specular.
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