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 [IV,EFLC|REL] GIMS IV

 Game Indefinite Modding Suite IV
 
Blaster_nl  
Posted: Monday, Jul 30 2012, 22:02
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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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GTARandom  
Posted: Monday, Jul 30 2012, 22:11
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I like the idea a lot. Let's just see what 3Doomer thinks about it.
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DrDean  
Posted: Tuesday, Jul 31 2012, 01:38
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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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This post has been edited by DrDean on Tuesday, Jul 31 2012, 01:49
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Blaster_nl  
Posted: Tuesday, Jul 31 2012, 01:51
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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.
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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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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. orly.gif

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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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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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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DrDean  
Posted: Tuesday, Jul 31 2012, 04:16
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Didn't touch the bones and I didn't add any meshes. I did a test by exporting an unedited game-default cop to openformats from Open IV. I re-imported it back into Open IV, and it worked fine. Then I imported it into 3DS Max 2012, did not touch it, re-exported it to openformats exactly as I had imported it, and it gave me the error on import into Open IV. I made sure I was importing and exporting in a clean, empty 3DS Max scene.

Here's the untouched default cop exported to openformats from GIMS

I can't see how it's an issue with Open IV either, considering the error only occurs after it's exported from GIMS. Could you please look into it?
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terreur69  
Posted: Tuesday, Jul 31 2012, 09:47
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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/?pg2lmn5t1i2wl2r

props view + all wft convert on fbx , by malaec .
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wapeddell  
Posted: Tuesday, Jul 31 2012, 16:20
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NVM Fixed it

This post has been edited by wapeddell on Tuesday, Jul 31 2012, 17:35
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okaydean  
Posted: Tuesday, Jul 31 2012, 20:28
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dear 3doomer ur a little faggot jackass sh*tface who breaks everything pls fix dean's proble
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MrPaul123  
Posted: Tuesday, Jul 31 2012, 20:59
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QUOTE (okaydean @ Tuesday, Jul 31 2012, 20:28)
dear 3doomer ur a little faggot jackass sh*tface who breaks everything pls fix dean's proble

wtf is wrong with you? GTFO! Funny how you set up another account to say that...

Keep up the awesome work 3Doomer! :]
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Frank.s  
Posted: Tuesday, Jul 31 2012, 21:04
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I think Deans problem is caused by his model being used with older gims which has made it incompatible with new gims. That happened on a couple of my player models so i'm wondering if that's the case with his too.
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3Doomer  
Posted: Tuesday, Jul 31 2012, 21:05
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Just wait. My fault.
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GTARandom  
Posted: Tuesday, Jul 31 2012, 21:06
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Still no ETA on GIMS Evo?
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3Doomer  
Posted: Tuesday, Jul 31 2012, 22:06
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5 - 6 months biggrin.gif

Fixed the skinning bug, update's online.

This post has been edited by 3Doomer on Tuesday, Jul 31 2012, 22:21
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nkjellman  
Posted: Tuesday, Jul 31 2012, 22:07
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Does GIMS Evo just contain more features, or is it easier to use?
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3Doomer  
Posted: Tuesday, Jul 31 2012, 22:09
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I won't say that it's easier(because it still haven't got any UI and working scene system), but featurelist'll be awesome.
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GTARandom  
Posted: Tuesday, Jul 31 2012, 22:12
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QUOTE (3Doomer @ Wednesday, Aug 1 2012, 00:09)
I won't say that it's easier(because it still haven't got any UI and working scene system), but featurelist'll be awesome.

ETA? Yes, no? Russian styled answer please. tounge.gif
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3Doomer  
Posted: Tuesday, Jul 31 2012, 22:20
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Do you mean Estimated Time of Arrival? I've answered - 5\6 months.
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