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GTA Modification Forums
[IV,EFLC|REL] GIMS IV Game Indefinite Modding Suite IV
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Blaster_nl  |
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GTAV

Group: Members
Joined: Oct 16, 2005



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3Doomer, I have another request for GimsEVO,
With current gims, you can't link both ODR\ODD export together with IDE\WPL export, because the 3ds max hierarchy manager doesn't allow it. Maybe a custom hierarchy manager that allows multiple links?
Ok, now something else. I had this idea for a while. A 'IV generic databse', which has all WDR generics from IV exported to ODR. WFTs can be converted by zmod to WDR and exported to ODR. It would be a special section in GimsEVO where all generics are categorized (like ide\img, catogory 'lamppost' from lamppost.img\ide). You can load the model and you can map it. This databse can be seperately downloaded, inclusing textures. (else it will place dummies instead of the meshes).
It will be like a map editor inside 3ds max.
EDIT: As for textures, we could mass resize them to 128x or even 64x, so it's just for visuals in 3ds max, but to maintain a low file size and also very memory efficient. EDIT2: Zmod is really fail, we need something that can export WFT to any 3D format, preferable with textures.
This post has been edited by Blaster_nl on Tuesday, Jul 31 2012, 00:15
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Blaster_nl  |
Posted: Tuesday, Jul 31 2012, 01:51
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GTAV

Group: Members
Joined: Oct 16, 2005



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| QUOTE (DrDean @ Tuesday, Jul 31 2012, 03:38) | Latest GIMS update has broken exporting pedestrian/players. Gives an error about too many bones.
I did some testing, loaded some old files I've exported successfully before, and this is only happening to .odrs exported from the last 24 hours. This error is on GIMS' end, not Open IV's, as it successfully imports old .odrs I have from earlier GIMS versions.
| More then 48 bones. > More than 48 bones.
EDIT: Wrong topic, derp.
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Limiter  |
Posted: Tuesday, Jul 31 2012, 02:32
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GTA Modder

Group: Members
Joined: Dec 3, 2010


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Guys, probably wrong section but I think 3Doomer and others here may have my answer. QUESTION: When I export my models, they look "flat". For example: If I export a ground with a hole that is the shape of a square (imagine a hole that will probably become a square shaped swimming pool), then when I approach it in game, I cannot see the hole since it blends in with the ground at the top. (The hole and ground uses same texture). BUT...wasn't the hole suppose to cast its own shadow meaning it should be darker than the ground?? But rather, the hole has no shadow at all and I only see it when I come really close and stare at it. I think this have relation to vertex color or whatever it is called. I may be wrong though, but I want to know is this correct, and I also want to know is the term correct in terms of IV era modding.
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DrDean  |
Posted: Tuesday, Jul 31 2012, 03:32
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My custom member title is here.

Group: Members
Joined: Jul 13, 2008

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| QUOTE (Blaster_nl @ Tuesday, Jul 31 2012, 01:51) | | QUOTE (DrDean @ Tuesday, Jul 31 2012, 03:38) | Latest GIMS update has broken exporting pedestrian/players. Gives an error about too many bones.
I did some testing, loaded some old files I've exported successfully before, and this is only happening to .odrs exported from the last 24 hours. This error is on GIMS' end, not Open IV's, as it successfully imports old .odrs I have from earlier GIMS versions.
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More then 48 bones. > More than 48 bones.
EDIT: Wrong topic, derp. | No, it's not. Try it yourself. Export a pedestrian with the latest GIMS update.
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3Doomer  |
Posted: Tuesday, Jul 31 2012, 03:46
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GIMS developer

Group: Members
Joined: Apr 4, 2007



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| QUOTE (Blaster_nl @ Tuesday, Jul 31 2012, 01:02) | 3Doomer, I have another request for GimsEVO,
With current gims, you can't link both ODR\ODD export together with IDE\WPL export, because the 3ds max hierarchy manager doesn't allow it. Maybe a custom hierarchy manager that allows multiple links?
Ok, now something else. I had this idea for a while. A 'IV generic databse', which has all WDR generics from IV exported to ODR. WFTs can be converted by zmod to WDR and exported to ODR. It would be a special section in GimsEVO where all generics are categorized (like ide\img, catogory 'lamppost' from lamppost.img\ide). You can load the model and you can map it. This databse can be seperately downloaded, inclusing textures. (else it will place dummies instead of the meshes).
It will be like a map editor inside 3ds max.
EDIT: As for textures, we could mass resize them to 128x or even 64x, so it's just for visuals in 3ds max, but to maintain a low file size and also very memory efficient. EDIT2: Zmod is really fail, we need something that can export WFT to any 3D format, preferable with textures. | I'm already working at all you've said. DrDean, models've got limits for bone count per mesh - that's why peds're sliced by body parts.
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terreur69  |
Posted: Tuesday, Jul 31 2012, 09:47
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C2C - Down The Road

Group: Members
Joined: Dec 27, 2010


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| QUOTE (Blaster_nl @ Tuesday, Jul 31 2012, 00:02) | Ok, now something else. I had this idea for a while. A 'IV generic databse', which has all WDR generics from IV exported to ODR. WFTs can be converted by zmod to WDR and exported to ODR. It would be a special section in GimsEVO where all generics are categorized (like ide\img, catogory 'lamppost' from lamppost.img\ide). You can load the model and you can map it. This databse can be seperately downloaded, inclusing textures. (else it will place dummies instead of the meshes).
| http://www.mediafire.com/?pg2lmn5t1i2wl2rprops view + all wft convert on fbx , by malaec .
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