[Guide] GTA4 to GTA5 Conversion Tutorial Videos
Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos
I Fixed The Default Material Error ..
Went Ingame And Tried The Spawn The Car.
First Time The Car Was Transparent ( You Can See The Player Sitting On The Seat)
Second Time The Game Crashed.
Went Ingame And Tried The Spawn The Car.
First Time The Car Was Transparent ( You Can See The Player Sitting On The Seat)
Second Time The Game Crashed.
Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos
what "Base" values do you use on your vehicle? this is a user-defined property on the topmost node in hierarchy. Original vehicles use something like Base 10, 0 or Base 16, 0. Your high-detailed vehicle should probably need something like Base 32, 0...
I don't know the purpose of these values, they are somehow related to memory used by a model (probably "embedded alloc" is what we are talking about) and as I have no evaluation formula for these values, I let user try different values in game to find those that will work.
Note, I guess the smallest possible value that does not cause the game to crash should be used in release of your mod.
I don't know the purpose of these values, they are somehow related to memory used by a model (probably "embedded alloc" is what we are talking about) and as I have no evaluation formula for these values, I let user try different values in game to find those that will work.
Note, I guess the smallest possible value that does not cause the game to crash should be used in release of your mod.
Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos
Send you.the z3d file to take a look?
Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos
no. I can't test anything in game as it does not start for me after attempt to update. I don't have time right not to fight R* updater and install updates manually to make game start to me again (it happens on all of game updates since release. legal paid copy of cause).
Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos
Hey, maybe not right topic but I can't make this work right, in paint_3 the logos is in the right place put I can't paint the car in game but in paint_1 the logos gets all weird.. Any way to fix this kind of problem?
Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos
I Just Saw The Message Bar .. I Wasn't Giving Enough Attention.
Maybe That's The Problem?
Maybe That's The Problem?
Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos
Maybe, I will check that up
Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos
@donfelipe, paint_3 is your proper choice i think.
paint1:
paint3:
@NewEra, you can't just import a gta4/gta:sa model and expect it to export instantly. a lot of conversion steps applies in between. at first, all materials have to be configured with configuration script using a top-right button in materials browser. All texture slots on configured materials should be equipped with texture. "Missing required texture" warning should not produce game crash, the game might render model with wrong/flickering textures instead, but not a crash. The "Unknown object name" is a different story - you can't use any object you like, you can use only names that game "knows". and to let zmodeler export these objects properly, zmodeler need to "know" them too. it will "know" correct configuration for object name as soon as you load an original mode that have particular name you need. for example, once you load an original model that has "windshield_r" object in it (assuming there is such an object in gta5), zm will be able to export scene containing such an object name. please refer to original models for a list of correct object names.
paint1:
Code: Select all
//---------------------------------------------------
// Single diffuse paintable vehicle with main texture and
// specular on uv#1 and dirt/burn mask via uv#2;
// Detail#1 on DETAIL; UV#1
// Damagemap (burn) on MASK, unmaksed, full level; UV#2
// DirtMud on MASK, level in "dirtLevelMod"; UV#2
// SpecMap on UV#1 masked by SpecMap.R, full level;
// Default EnvMap masked by Spec.G
//---------------------------------------------------
Code: Select all
//---------------------------------------------------
// Dual diffuse paintable vehicle;
// Detail#1 (mask for primary color) on DETAIL; UV#1
// Detail#2 overlay mask, self-affecting via .A on UV#2
// Damagemap (burn) on MASK, unmaksed, full level; UV#1
// DirtMud on DETAIL3, level in "dirtLevelMod"; UV#1
// SpecMap on UV#1 masked by SpecMap.R, full level;
// :FIXME: spec is on uv1 or uv2?
// :FIXME: burn map masked by INVERSE of vertex.B;
// Default EnvMap masked by Spec.G
//---------------------------------------------------
@NewEra, you can't just import a gta4/gta:sa model and expect it to export instantly. a lot of conversion steps applies in between. at first, all materials have to be configured with configuration script using a top-right button in materials browser. All texture slots on configured materials should be equipped with texture. "Missing required texture" warning should not produce game crash, the game might render model with wrong/flickering textures instead, but not a crash. The "Unknown object name" is a different story - you can't use any object you like, you can use only names that game "knows". and to let zmodeler export these objects properly, zmodeler need to "know" them too. it will "know" correct configuration for object name as soon as you load an original mode that have particular name you need. for example, once you load an original model that has "windshield_r" object in it (assuming there is such an object in gta5), zm will be able to export scene containing such an object name. please refer to original models for a list of correct object names.
Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos
@oleg so you telling me that If I want that skin, I can't have it paintable?
Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos
all "paint" shaders can be paintable via [PAINT:1] scheme. the overlay texture (DETAIL2) is not paintable if I'm not mistaken.
Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos
Hey, I Did It?
Any Ideas Oleg? =)
Did Colls For The 4 Wheels
Any Ideas Oleg? =)
Did Colls For The 4 Wheels
Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos
does your wheel use "vehicle_tire" shader? as this is the only that can be used on wheels.
Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos
Yes... But When I Shoot At Them I Can Hear Them Pop And See The Car Get Lower
Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos
I REALLY WANNA THANK YOU SO MUCH FOR ALL THE HELP AND TIME YOU GAVE ME
Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos
How do I put the dummies wheel_rr , wheel_lr and wheel_rf in their correct place? Because I have to create these dummies! They somehow dont come with the car!
Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos
Help Please!!!!!!!!!!!!!!!!!!!!!AMMAR120 wrote:How do I put the dummies wheel_rr , wheel_lr and wheel_rf in their correct place? Because I have to create these dummies! They somehow dont come with the car!
Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos
Help me Please!!!Oleg wrote:does your wheel use "vehicle_tire" shader? as this is the only that can be used on wheels.
Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos
create dummy helper, rename it and set its position where you want it to be. you can use Properties->transformation->position to type values manually in case you need an exact coordinates to be set.
Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos
Thanks! Will try then let you know!
Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos
One last question,where to compound hub_lr etc ? In L0 or L1?
Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos
compound is an object that stores version for L0, L1, L2 inside. You are allowed to assign whatever you like onto L0, L1, L2 of each particular compound object. If you have a geometry L0 for this part, use it as L0 state on compound, if you have L1, use it as L1. In general, compounds contain highest lod geometry (L0) on all objects and lower detail (L1, L2) where needed. chassis usually have several LODs, while small details like "hubs" can have only L0 in it, and it's normal situation.
Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos
I only get these materials! What do I do? Help please!Oleg wrote:compound is an object that stores version for L0, L1, L2 inside. You are allowed to assign whatever you like onto L0, L1, L2 of each particular compound object. If you have a geometry L0 for this part, use it as L0 state on compound, if you have L1, use it as L1. In general, compounds contain highest lod geometry (L0) on all objects and lower detail (L1, L2) where needed. chassis usually have several LODs, while small details like "hubs" can have only L0 in it, and it's normal situation.
Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos
watch the video please, it was all explained and shown.