GTA V: Static collisions (.ybn) [public beta]

GTA:V Modding with ZModeler3 discussion.
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Oleg
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GTA V: Static collisions (.ybn) [public beta]

Post by Oleg »

Public beta testing of static collisions (*.ybn) files is open. Since there were some sensitive changes in collisions export code, it's worth to ensure vehicles collision were not ruined (yet I've made a quick import/export test on buffalo2 model).

Static collisions export require single object to be named the same way as the file you are exporting into. This single object can have children nodes (will be exported too). Each object could be a group, so you can arrange similar kind objects into groups. Mind to assign GTA-specific settings onto groups, so the game knows the type of static collision elements in each group. You can explore these options by importing original .ybn files.

To navigate through (original) static collisions, you can use "Open group" button on structure panel, since most of original collisions are loaded as single group object. Alternatively, you can dismiss a compound and ungroup such an object.

Each component of the group can in turn be a group too , so it is OK to have a group of some objects be grouped with some other objects into another group. It might be tricky to navigate into groups without dismiss/ungroup scenario, but you have a group opening/closing shortcut in context menu (right mouse click on a hovered scene object). The context menu for opening/closing groups will also work on objects inside opened group that are reachable for selecting/editing. Thus, you can open one group, open it's inside group and so on.

Make sure to download the recent updates as they involve some fixes related to groups and tools behavior on open group scene objects.

When a static boundary object is dismissed (COL state) and ungrouped, you can ungroup all the rest of elements. In such a case, in order to set GTA5 specific collisions settings in properties window, you can convert an object to compound for COL state. Otherwise, GTA5 settings window will show non-collision options for the object. Also, mind you can loose GTA-specific settings on group components when you ungroup them. Thus, dealing with groups in "Open group" mode is preferred choice.
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Yoha
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Re: GTA V: Static collisions (.ybn) [public beta]

Post by Yoha »

Very Cool update!
Just tested it, it works~~

One thing about this collision plugin.
In future, when you have time.
Can you add the color for different type of collision material?

Just like the gims in 3dsmax.
Grass-> green
mud->brown.
Something like this.
It will be easy to check the material in the scene with colors.
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Oleg
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Re: GTA V: Static collisions (.ybn) [public beta]

Post by Oleg »

It is a bit tricky to make, as it does not map to any available feature of ZModeler.
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