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OpenIV for Grand Theft Auto V

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artworkplay
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Re: OpenIV for Grand Theft Auto V

Post by artworkplay »

Excellent update! Being able to work with the game models in max is always such a treat. Unfortunately the latest EVO imports the model's skeleton set orientation at 90 degrees to the right, hope a fix will be available soon.
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GooD
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Re: OpenIV for Grand Theft Auto V

Post by GooD »

artworkplay wrote:Excellent update! Being able to work with the game models in max is always such a treat. Unfortunately the latest EVO imports the model's skeleton set orientation at 90 degrees to the right, hope a fix will be available soon.
Try this:
There's one thing you all should know about ped models import:
Some models haven't got full skeleton in them. To import the skeleton and skinning properly, you should get the full skeleton from corresponding .yft files using OpenIV.
For an example, if you want to import some of player_zero models, you should go to the player_zero archive, click right mouse button on the player_zero.yft file, and select "Export skeleton".
Then, you place that .skel file near to needed .odr or .odd, and change the skeleton file's name.
If the model name's "uppr_000_u.odr", you should name the skeleton "uppr_000_u FULL.skel"(note the space between the model name and "FULL" part).
GIMS will find that skeleton and use it instead of the model skeleton.
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Re: OpenIV for Grand Theft Auto V

Post by Haoose »

-= GP-team =-
Image
artworkplay
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Re: OpenIV for Grand Theft Auto V

Post by artworkplay »

Sad day indeed. :-(
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Re: OpenIV for Grand Theft Auto V

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shadowlonely1989
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Re: OpenIV for Grand Theft Auto V

Post by shadowlonely1989 »

Could OpenIV will support GTAV on PS4? Game localization available on PS4 at FW 4.05. Thanks!
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Re: OpenIV for Grand Theft Auto V

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shadowlonely1989
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Re: OpenIV for Grand Theft Auto V

Post by shadowlonely1989 »

That's great! Thanks!
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