Search found 7173 matches

by Oleg
Wed Jun 15, 2016 11:38 pm
Forum: Grand Theft Auto V
Topic: GTA V character (Player, NPC) modding
Replies: 1110
Views: 554056

Re: Ped models

I would personally think of materials being the problem.. I doubt hi-poly is the cause, it should be no difference for the game. Also, what exactly does not appear - your addon model or entire "task_***"" model (belt with flashlight, radio, etc.) ?
by Oleg
Tue Jun 14, 2016 10:46 am
Forum: General Discussion
Topic: 1nsane = import map to Zmodeler
Replies: 1
Views: 3521

Re: 1nsane = import map to Zmodeler

Hi.

I haven't been working on any of map files. Even more, I have never had this game, just being given some vehicle model files for research.
by Oleg
Thu Jun 09, 2016 2:16 pm
Forum: Grand Theft Auto V
Topic: GTA V character (Player, NPC) modding
Replies: 1110
Views: 554056

Re: Ped models

influence is a per-vertex property. when you delete some geometry (mesh vertices) and replace it with new geometry (mesh vertices), those new come without influence assigned. the game engine does not know how to move them softly when player/ped plays an animation as vertex-to-skeleton assignment is ...
by Oleg
Thu Jun 09, 2016 11:07 am
Forum: Grand Theft Auto V
Topic: GTA V character (Player, NPC) modding
Replies: 1110
Views: 554056

Re: Ped models

then what was your main question about? the visual look of handcuffs and flashlight being aqua color? or the misplaced belt of radio? The visual look can be fixed by using original material(s) or configuring correct material. Additionally, ped meshes require "specular" per-vertex color to ...
by Oleg
Thu Jun 09, 2016 9:34 am
Forum: Grand Theft Auto V
Topic: GTA V character (Player, NPC) modding
Replies: 1110
Views: 554056

Re: Ped models

how did you assigned bones influence onto the radio thing? you should use rigging\influence\copy tool and copy influence from "upper"'s mesh onto the radio (even if you are going to attach it to the "lower"'s mesh. alternatively, split radio to the lower part (the one attached to...
by Oleg
Wed Jun 08, 2016 9:00 am
Forum: Grand Theft Auto V
Topic: Report Import/Export bugs here
Replies: 1876
Views: 985547

Re: Report Import/Export bugs here

not yet. I've tested an import and examined debug log for some "specific info" on a model. nothing specific was found. Also, I've tried to test in-game original trailer, but it does not spawn to me (the truck does spawn), so I'll probably need to find some location whether trailers are alw...
by Oleg
Tue Jun 07, 2016 10:05 am
Forum: Grand Theft Auto V
Topic: Report Import/Export bugs here
Replies: 1876
Views: 985547

Re: Report Import/Export bugs here

Fixed. get an update. File\Merge should work fine now with all scenarios, including compounds, groups, etc. no mess with materials should occur. and no appcrash/"out of memory" too.
by Oleg
Tue Jun 07, 2016 4:50 am
Forum: Grand Theft Auto V
Topic: Report Import/Export bugs here
Replies: 1876
Views: 985547

Re: Report Import/Export bugs here

the correct scenario is file\import, pick object(s) and these should be loaded (if compounds, loaded as compounds) with all needed materials and textures. if it does not go this way, there's a problem. you can send me your .z3d scene and .z3d file you try to merge. an "out of memory" probl...
by Oleg
Mon Jun 06, 2016 11:58 pm
Forum: ZModeler2 General Discussion
Topic: NFS Shift: Import/Export filter (Updated 27 Feburary 2010)
Replies: 44
Views: 146466

Re: NFS Shift: Import/Export filter (Updated 27 Feburary 201

you can use any spherical environment map texture, just convert to BMP and rename to NFSEnvMap.bmp. The game will not use this texture, as it will create real dynamic environment reflection textures set.
by Oleg
Sun Jun 05, 2016 10:13 am
Forum: Grand Theft Auto V
Topic: Report Import/Export bugs here
Replies: 1876
Views: 985547

Re: Report Import/Export bugs here

post screenshots for better explanation. Ensure your badges texture have mip-maps, as these are essential for transparent textures.
by Oleg
Sun Jun 05, 2016 2:45 am
Forum: Tech support (forum, account, licenses)
Topic: Sketchup problem
Replies: 4
Views: 4987

Re: Sketchup problem

I can't remind whether .3ds plugin in ZModeler2 has some specific limitations, may be it goes wrong on exporting hierarchy. I can recommend to disassemble hierarchy to have just a list of geometry parts - get rid of dummies and hierarchy tree (child/parent relations). Also, .3ds is limited on object...
by Oleg
Sun Jun 05, 2016 2:40 am
Forum: Grand Theft Auto V
Topic: GTA V character (Player, NPC) modding
Replies: 1110
Views: 554056

Re: Ped models

this object can't be "attached" to a belt, it have to be soft-skin bend by influence of multiple bones. use select\element to select the upper belt (shoulder belt) vertices, then use rigging\influence\copy: and click on torso. Ideally, weight copy should be done before attaching geometry, ...
by Oleg
Fri Jun 03, 2016 11:30 am
Forum: Tech support (forum, account, licenses)
Topic: using more UV channels for materials
Replies: 1
Views: 4015

Re: using more UV channels for materials

sorry for delay. Select an object; expand Properties page; Then use Mesh->Vertices->Format and set UV Channels to 3. press Apply; The message shown is actually a warning, it should produce a valid model for the game. However, paint-skin could not be mapped properly or, more precise, will use UV mapp...
by Oleg
Fri Jun 03, 2016 11:24 am
Forum: Grand Theft Auto V
Topic: Report Import/Export bugs here
Replies: 1876
Views: 985547

Re: Report Import/Export bugs here

@_cp_, the only scenario I was able to reproduce is when 1. chassis object is selected (and "Selected" mode toggles on) 2. I right-click over any other object, pick Edit->Delete ...and the "chassis" is actually get deleted instead the object I've right-clicked on. And this scenar...
by Oleg
Thu Jun 02, 2016 11:45 pm
Forum: Grand Theft Auto V
Topic: GTA V character (Player, NPC) modding
Replies: 1110
Views: 554056

Re: Ped models

the influence assignment is probably incorrect. have you tried the "weight copy" tool? select vertices of bugged belt, pick weight copy tool and click on any of selected vertices; then use rigging\influence\normalize tool to ensure correct balance is assigned. for me it looks like the radi...
by Oleg
Wed Jun 01, 2016 11:46 pm
Forum: Grand Theft Auto V
Topic: Report Import/Export bugs here
Replies: 1876
Views: 985547

Re: Report Import/Export bugs here

@_cp_, if you manage to get a .z3d file that can reproduce the problem, send it to me for research please.
by Oleg
Wed Jun 01, 2016 9:49 am
Forum: Grand Theft Auto V
Topic: Report Import/Export bugs here
Replies: 1876
Views: 985547

Re: Report Import/Export bugs here

how do you remove a part from hierarchy? right-click -> edit -> delete? This was remastered to delete items you select in hierarchy, so it now works with multiple selection (as well as "convert to dummy", "dismiss", "convert to compound" - these all work with multiple s...
by Oleg
Tue May 31, 2016 10:09 pm
Forum: Grand Theft Auto V
Topic: GTA V character (Player, NPC) modding
Replies: 1110
Views: 554056

Re: Ped models

import .yft file. it will give you a ".skel" and ".mesh" object in some branch; rename this branch to ".global" and delete ".mesh" object. Then import your .ydd file for replacement; use mesh weighting (weight copy algorithm given in this topic), replace "...
by Oleg
Tue May 31, 2016 1:22 pm
Forum: Grand Theft Auto V
Topic: GTA V character (Player, NPC) modding
Replies: 1110
Views: 554056

Re: Ped models

nope. the one that game actually use with .ydd file. I don't know the way game uses to bind multiplayer .ydd to a skeleton, as I haven't explored multiplayer ydd files. I suspect the file you are searching for should be located in original game rpf files, especially if you can find new addon dlc acc...
by Oleg
Tue May 31, 2016 12:49 pm
Forum: Grand Theft Auto V
Topic: GTA V character (Player, NPC) modding
Replies: 1110
Views: 554056

Re: Ped models

as these models can't be used without skeleton, the associated skeleton should be available in the game. may be it is located in some different folder or in some common folder for all multiplayer models.. it's not a must for *.yft file to reside in the same folder as the .ydd file. Also, in most of ...
by Oleg
Mon May 30, 2016 8:51 am
Forum: Grand Theft Auto V
Topic: Report Import/Export bugs here
Replies: 1876
Views: 985547

Re: Report Import/Export bugs here

"Instance" is certainly not the thing you should mess with. I'm not quite sure what is the cause of this problem and how you solve it, but using copy with Instance is a bad idea.
by Oleg
Mon May 30, 2016 1:09 am
Forum: Grand Theft Auto V
Topic: Report Import/Export bugs here
Replies: 1876
Views: 985547

Re: Report Import/Export bugs here

It is possible you've copied with "Instance" option toggled on inside options flyout for "Copy" tool. "Instance" should be toggled off. Also, it is recommended to set IDs to zero on polygons to prevent per-poly and per-vertex IDs conflict. Finally, save a .z3d file, rel...
by Oleg
Sun May 29, 2016 12:50 pm
Forum: Grand Theft Auto V
Topic: Report Import/Export bugs here
Replies: 1876
Views: 985547

Re: Report Import/Export bugs here

ok, i'll check it in zm. I'm not sure whether I'll be able to test it in game.
by Oleg
Sun May 29, 2016 9:07 am
Forum: Grand Theft Auto V
Topic: Report Import/Export bugs here
Replies: 1876
Views: 985547

Re: Report Import/Export bugs here

i don't know.. may be someone else here knows. If i'm not mistaken, vehicle_lightemissive's texture Alpha is the strength of emissive light, not a transparency mask.
by Oleg
Sat May 28, 2016 11:42 am
Forum: Grand Theft Auto V
Topic: Report Import/Export bugs here
Replies: 1876
Views: 985547

Re: Report Import/Export bugs here

If i'm not mistaken, most of "missing" texture warnings are insignificant, as the game will use other textures while rendering an object (it might flicker with random textures, but still will work fine). The "extra 2" thing looks like a possible cause. I suggest you to - import o...