Search found 7369 matches
- Mon Apr 28, 2025 9:12 am
- Forum: Grand Theft Auto V
- Topic: Custom Body Parts
- Replies: 2
- Views: 108
Re: Custom Body Parts
I afraid this is not directly related to ZModeler, generally this is a model/parts configuration in metadata file. I can't be of much help on this subject, but other users might give a hand.
- Mon Apr 28, 2025 5:18 am
- Forum: Grand Theft Auto V
- Topic: GTAV Enhanced: Import/Export support.
- Replies: 12
- Views: 3821
Re: GTAV Enhanced: Import/Export support.
if you don't remove any part and make a clean export with no changes, does this work in game? a quick Codewalker touch with export to XML and back to .yft makes no difference, still crash in game? Have you tried vanilla game's models, do they work after export to Enhanced version? There was a recent...
- Mon Apr 28, 2025 5:14 am
- Forum: Tech support (forum, account, licenses)
- Topic: Unable to use
- Replies: 1
- Views: 54
Re: Unable to use
Hello. License time on license key and validation key is stored as days, it can't give you hours of license time. It is suggested to have license key installed in ZModeler before the last day (you can't install license key that has just one day left). Also, license validation should be performed bef...
- Sun Apr 27, 2025 11:11 am
- Forum: Grand Theft Auto V
- Topic: Ruined Models
- Replies: 3
- Views: 497
Re: Ruined Models
have you tried to re-import model back into ZModeler again and take a look what is wrong with the geometry especially in the problematic areas? Is this an Enhanced version or a Legacy? There were changes on how geometry is stored in an export file in a recent update. This might be related to the iss...
- Sun Apr 27, 2025 11:07 am
- Forum: Grand Theft Auto V
- Topic: How to texture usine Substance painter
- Replies: 1
- Views: 145
Re: How to texture usine Substance painter
Hello. What exactly is wrong when you use Codewalke and export to 3dsmax? What does "UVs aren't packed properly" mean? The model has two UV channels, one for main texture (and usually bump map) and another channel for dirt texture mapping. You can probably sacrify the UV channel for dirt-m...
- Sat Apr 26, 2025 9:50 am
- Forum: Grand Theft Auto V
- Topic: Ruined Models
- Replies: 3
- Views: 497
Re: Ruined Models
hello. what do you mean by "after importing, the car has worse quality than the ingame version" ? may you attach a screenshot and show there somehow what exactly is wrong? The vertices/polygons count in ZModeler might be inaccurate if your scene has groups. Unless you open the group with G...
- Sat Apr 26, 2025 6:43 am
- Forum: Grand Theft Auto V
- Topic: GTAV Enhanced: Import/Export support.
- Replies: 12
- Views: 3821
Re: GTAV Enhanced: Import/Export support.
most likely the changes you make cause the game to crash. Try importing and exporting with no changes to see whether it crashes the game or not. I had no issue testing vanilla buffalo2 model. Mind, you can't just "delete a part" especially if this part has a collision. Model's parts are al...
- Fri Apr 25, 2025 10:38 am
- Forum: Grand Theft Auto V
- Topic: Converting tuning part to default spawn on vehicle
- Replies: 5
- Views: 1611
Re: Converting tuning part to default spawn on vehicle
may be you should attach it to chassis instead of placing it as a part? I mean the Modify\Attach tool.
- Fri Apr 25, 2025 9:53 am
- Forum: Grand Theft Auto V
- Topic: Making wheels from scratch
- Replies: 1
- Views: 585
Re: Making wheels from scratch
in general, the steps should be as follows: 1. detach wheel geometry from the trailer prop into separate object. 2. reset object's axes to this piece fragment with "center to object". 3. create, configure and apply new material onto this object (you can use original textures). This materia...
- Thu Apr 24, 2025 11:48 am
- Forum: Grand Theft Auto V
- Topic: LODs
- Replies: 4
- Views: 1350
Re: LODs
if you make any changes in hierarchy, you have to update both model.yft file and model_hi.yft file. Perfectly, these should be exported from one scene as specified above and mind to export and put into the game both files each time you make changes.
- Thu Apr 24, 2025 11:46 am
- Forum: ZModeler2 General Discussion
- Topic: Parts of the bumper is black
- Replies: 2
- Views: 7183
Re: Parts of the bumper is black
most likely the inner polygons are attached to the same vertices as the outer polygons. ZModeler can't compute the direction the vertices normals should be point to and (probably) points normals to the sideway. You can fix the issue by selecting the outer polygons of the bumper and detaching them; t...
- Thu Apr 24, 2025 11:44 am
- Forum: Tech support (forum, account, licenses)
- Topic: Checking online loop
- Replies: 1
- Views: 579
Re: Checking online loop
Hello. This might happen on the very last day of license when license server thinks license can still run today, but your computer is in a different time zone and it has a "tomorrow" date on your computer already. You can purchase new license and install new license key in ZModeler, this i...
- Wed Apr 23, 2025 10:58 pm
- Forum: Grand Theft Auto V
- Topic: LODs
- Replies: 4
- Views: 1350
Re: LODs
Unlocking models is a bad idea on its own. Models are locked to prevent someone editing the models. Concerning the LODs in your question, I'm not quite sure what exactly is wrong or what do you mean there. You can manage LODs manually on every part. In particular, you can disassemble compound object...
- Wed Apr 23, 2025 10:45 pm
- Forum: Tech support (forum, account, licenses)
- Topic: Payment issue
- Replies: 1
- Views: 579
Re: Payment issue
Hello.
Specify "Turkey" as your region and make a payment at BMT Micro website.
Specify "Turkey" as your region and make a payment at BMT Micro website.
- Wed Apr 23, 2025 11:47 am
- Forum: Grand Theft Auto V
- Topic: Converting tuning part to default spawn on vehicle
- Replies: 5
- Views: 1611
Re: Converting tuning part to default spawn on vehicle
I haven't been modding any vehicle in depth, just tested original vehicles import/export so I can't be of much help on the subject. I suspect collision(s) or parts with collisions should be mentioned in metadata file? I remember the case when I deleted some extra_ part from the bike and game constan...
- Wed Apr 23, 2025 3:32 am
- Forum: ZModeler2 General Discussion
- Topic: Questions about optimizing 3D models for GTA V export
- Replies: 1
- Views: 733
Re: Questions about optimizing 3D models for GTA V export
ZModeler is not a good choice for model optimization. If possible, model should be optimized in other packages and perfectly as a part of model creation workflow. If you have downloaded a model from some stock, you should pay attention to model's poly- and vertices count at the beginning. The game s...
- Wed Apr 23, 2025 12:42 am
- Forum: Grand Theft Auto V
- Topic: Converting tuning part to default spawn on vehicle
- Replies: 5
- Views: 1611
Re: Converting tuning part to default spawn on vehicle
Slice to parts is barely related to this subject. It's way harder to add parts into a model if you load it with no slice to parts (when you have a .mesh and a skeleton). So, "slice to parts" is likely to be toggled on. Mind, if you add/remove/sort parts in a model, you have to export both ...
- Mon Apr 21, 2025 10:05 pm
- Forum: Grand Theft Auto V
- Topic: GTAV Enhanced: Import/Export support.
- Replies: 12
- Views: 3821
Re: GTAV Enhanced: Import/Export support.
The Recreate .YTD options allows to create Enhanced version of .ytd files when you don't have it (e.g. exporting custom model). Where are "missing" textures located in both scenarios? Any of these is embedded (and doesn't work)? Any of these are repacked to .ytd file and fails to work in g...
- Sun Apr 20, 2025 4:08 am
- Forum: Grand Theft Auto V
- Topic: Adding new textures to models
- Replies: 5
- Views: 1818
Re: Adding new textures to models
The texture is not something you can put on a model with a couple of clicks. If the model is not identical, the model have to be "mapped" onto texture. Literally, every surface fragment of the model must be laid on a some piece of 2D texture area so it uses this texture fragment on a geome...
- Sat Apr 19, 2025 8:46 am
- Forum: Grand Theft Auto V
- Topic: Adding new textures to models
- Replies: 5
- Views: 1818
Re: Adding new textures to models
Once the model is imported and its textures are loaded, you can save individual textures as .dds files on a hard drive. But I'm not quite sure this is what you were asking for. The term "would that work?" doesn't give a sense on what are you trying to get as a result.
- Fri Apr 18, 2025 11:00 am
- Forum: Grand Theft Auto V
- Topic: Exporting file almost doubles vertex count
- Replies: 7
- Views: 1701
Re: Exporting file almost doubles vertex count
by the way, I have used your model recently to test the update of the exporter code in context of vertices/polygons count. A well-known 16Mb file limit was in a scope of my interest. After some time and tests I was able to run a 1.2mil vertices (1 mil triangles) model in game. (cloned detailed conta...
- Fri Apr 18, 2025 4:54 am
- Forum: Grand Theft Auto V
- Topic: Exporting file almost doubles vertex count
- Replies: 7
- Views: 1701
Re: Exporting file almost doubles vertex count
same here. it took me about 4-5 times to export various fragments of the model before I found what exactly is wrong.
- Thu Apr 17, 2025 11:45 am
- Forum: Grand Theft Auto V
- Topic: Adding new textures to models
- Replies: 5
- Views: 1818
Re: Adding new textures to models
unless model in actually skinned, you can't just "add new texture". Skins are configured in vehicle's metadata file. However, the changing livery (like on util trucks or ADs on van models) are always made as surface objects (extra_1, extra_2, etc.) and game spawns a vehicle with just one o...
- Thu Apr 17, 2025 11:43 am
- Forum: Grand Theft Auto V
- Topic: Collision problem
- Replies: 1
- Views: 771
Re: Collision problem
there was a very similar topic posted in past moths, may be you can search and check it.
- Thu Apr 17, 2025 5:39 am
- Forum: Grand Theft Auto V
- Topic: Color painting
- Replies: 3
- Views: 863
Re: Color painting
open materials browser (and minimize it) so it tracks selection. Once you select something, "Scene Selection" branch will show a list of materials used in current selection.