How do you create ped mods with GIMS EVO?
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@ReNNie Had I taken the sensible approach, I would have made a hat, or changed something small... but oh no... not me. I decide to fully convert a ped that can't be split into separate parts like the normal game peds, just to make my life even more complicated.
The problem is, I don't know which component is causing the problem and as it took close to 30 minutes to export, it's not the kind of thing where you can make a quick change and then just try again.
I probably skipped an important step in the conversion but the only relevant video is the one for GTAIV that was posted above and to be quite honest... the guy in the video spends so much time messing about, I got bored and frustrated watching it.
I need a day where I have more patience... if one of those even exists.
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@LeeC2202 Yeah, that's true. But I want to know; how are you even using GIMS? It doesn't work with the new OpenIV update.
Also, if your model is split into pieces(lowr, uppr, head, hands etc etc) try replacing only the uppr. If it works, move on, one by one, since I know replacing uppr works.
And by replace, I mean;
click on the Editable Mesh.
click on the vertices thing.
In the viewport, press Control + A.
Then, when everything is selected(by everything I mean the object you're replacing) attach your model
Press Delete.Boom! Thats what I did for the two changes I made posted above.
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@AHK1221 said in How do you create ped mods with GIMS EVO?:
Yeah, that's true. But I want to know; how are you even using GIMS? It doesn't work with the new OpenIV update.
I didn't update OpenIV, I have it blocked in Windows firewall, so it only updates when I allow it and as soon as I saw people having problems, I didn't bother updating.
I was actually deleting the object out of the hierarchy and then replacing it with my own mesh back into the same place... renaming my mesh to the correct name as I did so. I wonder if that's part of what I have been doing wrong?
It's frustrating that OpenIV says "Yeah, this model's fine" and my Ped spawner says "Yeah, this model's fine" and the game says "Ha, I'm not spawning that without crashing".
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@LeeC2202
I was actually deleting the object out of the hierarchy and then replacing it with my own mesh back into the same place... renaming my mesh to the correct name as I did so. I wonder if that's part of what I have been doing wrong?
If thats what you did, thats wrong. You aren't skinning/rigging the model. Do the steps I mentioned above and see if that works.
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@AHK1221 I was reapplying the skin modifier and then rigging the bones to that modifier on my mesh.
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@LeeC2202 I've done that, copying/pasting the skin modifier, but it doesn't work. Some of the time, the model just gets completely screwed up and others it just doesn't work ingame.
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@AHK1221 I didn't copy and paste it, I applied it through the modifiers panel... as you normally do when rigging a model.
Select the mesh, apply the Skin modifier, add the bones to the list, select the vertices and then include them in that bone selection... adjust weights as required.
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@LeeC2202 Oh. Well, I don't know how you would skin a model for GTA 5 since I have never done so. Can't help you with that unless I get GIMS working and test it out.
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@AHK1221 Maybe the way I am doing it doesn't work... it's just that's the only way I have ever rigged a model, so I'm kinda relying on past knowledge... it might not apply here.
I guess for me, that's the worst part... when something you are doing seems right but as far as the game is concerned is wrong, you struggle to find the solution. I'll take a couple of steps backwards, force myself to watch that video and try again.
On the plus side, the model is so darned cute to look at, it's no hardship being forced to stare at it for hours on end.
Edit: I do have the full 2.8 OpenIV installer if that will help.
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@LeeC2202
On the plus side, the model is so darned cute to look at, it's no hardship being forced to stare at it for hours on end.
Tell me about it!
I'll take a couple of steps backwards, force myself to watch that video and try again.
The video does show the attach-trick but in my tests I never had to do weight-painting. It seems it carries over to the new attached model
Also, when I mentioned earlier, Press Delete, you only need to do that if you want a COMPLETELY new model.
I do have the full 2.8 OpenIV installer if that will help.
Oh, yes! Please!
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Well... it's more than I had and not quite what I expected... but it's a start.
At least the game isn't crashing and she does walk... on all 4 of her legs. But hey, baby-steps amirite?
This is using the attach-method @AHK1221
although I think I need to do some work with the rigging... and the texturing... and well, everything really.
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Patience = zero, that's me done for the night... I just tried changing only the head and the rigging screwed up on everything else, maybe because I don't have hands in with the head... no idea.
Clearly there is also a problem when the mesh you are changing to, doesn't match up perfectly with the skeleton position and as far as I have read, you can't edit the bone positions... so I have no idea at this point how to deal with that anyway.
I think this is going to get one more night on it at some point later in the week and if that fails, I am calling it quits.
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@LeeC2202 For bone positions you could try editing the custom mesh, as I have
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@AHK1221 I think the problem I am having understanding the skeleton restriction (and I know I keep dragging up the past) is that the whole idea behind bipeds and skeletons was portability. Create a biped, rig-it, animate it, transfer that animation onto any compatible skeleton, no matter how big or small.
For that to not work in GTAV, makes it seem like they are enforcing a strict skeleton onto the animation system... I must confess, I haven't tried manipulating the bones. I was going to try last night but over the course of an hour, every bit of progress I seemed to have made started to crumble and I gave up.
So next time I try messing with this, the first thing I will try is moving the skeleton upwards to cater for the longer legs. It must be possible because the Widowmaker character has exceptionally long legs and that has been converted fine.
What actually got me annoyed last night was at some point, I must have had some vertices selected and did a move on part of the geometry and hadn't noticed that I had screwed up part of the mesh. By the time I had realised, it was way beyond the realms of undo, so I had to start everything over again. When I tried to do the same steps I had just successfully done, materials kept disappearing for some reason and eventually, I just lost it and shut everything down.
Anyway... it was at least some kind of progress... so that was something.
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@LeeC2202
I must have had some vertices selected and did a move on part of the geometry and hadn't noticed that I had screwed up part of the mesh. By the time I had realised, it was way beyond the realms of undo, so I had to start everything over again. When I tried to do the same steps I had just successfully done, materials kept disappearing for some reason and eventually, I just lost it and shut everything down.
The life of a modeller....
About your talk of the bones and stuff, it did work with GTA 4. There was a biped rig available for download that you could animate and it would work with the game. I don't know about GTA 5, maybe you can, but right now, I'm working on a model so lets see where it goes. Thanks for the XNA Lara stuff by the way, there are so much models, and they're even rigged! What more can you ask?
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@AHK1221 said in How do you create ped mods with GIMS EVO?:
What more can you ask?
A MaxScript plugin that takes XNALara models and insta-creates GTAV compatible ones with a single button press.
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@LeeC2202 Some day....
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@LeeC2202 Progress! I'm working on a Delsin model. I exported the torso first and voila! The rigging was good! Though it did take a lot od time to export. Then I did the hands and again the rigging was semi-fine. This time it took a long time to export so i was worried. I'm currently sitting in my room on the phone waiting for the head, uppr and hands export. My PC nearly crashed two times now.
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@AHK1221 Cool...
I'm not going to touch it today I think, maybe tomorrow. Unless your success motivates me to try again.
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@LeeC2202 I think I now found the meaning of streamed peds.... so that we can export huge HQ models. Because my PC crashed while exporting. Yup.
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@AHK1221 I think the streamed peds are typically cut-scene models and player models. They seem to have a slightly different folder layout, keeping things in component form rather than a combined ydd.
They almost seem better suited to GIMS to be honest but I don't know if that's actually the case.
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@LeeC2202 I don't know, I'm exporting the streamed ped version of my model. I'm going to replace "vito" that is also a streamed ped and comes with addon peds.
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@LeeC2202 SUCCESS!!
(I know the head is messed up,(I think?) its on purpose since the original head was wayyy too high poly)
Standing Idle:
Running:
Thank you so much for the XNALara stuff, converting is going to be so much easier!
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@AHK1221 Hello, I ran into the same problem, I used NPC to make my ped, you know, the interesting thing is that I did the same thing as you, I deleted the unnecessary bones and parts. Although my ped successfully exported ODD in GIMS, when I imported my ped to 3dsmax again, I found more "fake bones" except for the head parts. Finally, the game you know crashed, and I would love to know how you solved this problem. Can you help me now?