[Guide] GTA4 to GTA5 Conversion Tutorial Videos

GTA:V Modding with ZModeler3 discussion.

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Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos

Postby SeriousKnowledge » Sat Sep 19, 2015 1:55 pm

Well I got that sorted out, but I've got a new problem: I realized that i never took the brackets off of wheelmesh_lf. So I tried to remove it from the compound and rename it, but wheelmesh_lf is not there. Can i create a new one, or is there a way I can get it back?
Attachments
2015-09-19_00002.jpg
The glass is completely messed up.
2015-09-19_00003.jpg
2015-09-19_00005.jpg
And right now this is the wheel placement. They spin around the vehicle like crazy when I drive around.
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Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos

Postby 19Legan81 » Sat Sep 19, 2015 7:28 pm

About the glass, just use a clearglass pictur as texture, anyone without the defrosterstripe. this is gta original glass it looks like and it dont fit the car properly.

If you have a saved early z3d file of the car, open that and just take wheel_lf from there. When i model, i use to make atleast 3 saves of the model in different stages, so if i mess up i can go and use from them.
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Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos

Postby Oleg » Sun Sep 20, 2015 2:16 am

@ SeriousKnowledge, I see your chassis L0 is aligned with chassis dummy. but you need chassis L1 and L2 to be aligned too. Your bumper_f_L0 and L1 should be aligned with dummy bumper_f and so on.

Your wheel setup should retain GTA5 setup, not the well-known GTA4 setup. you don't need "wheelmesh" stuff anymore. you need your [wheel_lf] to be in braces and contain high-detailed mesh as L0 component inside and low-detail wheel model as L1 inside. technically, you can leave [wheel_lf] and the only it's child wheel_lf [COL]. anything else could be deleted.

note, you have to replace both model.yft and model_hi.yft on export. preferable, export them from the same scene (if you have multiple lods like L0, L1, give a name of top root item as model_hi and export the same scene into model_hi and model.yft files. Just set "LODs" mode to "Autodetect", ZModeler will do the rest properly -> L0 will go to model_hi.yft file and L1 will go to model.yft file).
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Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos

Postby SeriousKnowledge » Sun Sep 20, 2015 5:42 am

Thanks for the help, guys. I found the actual glass template for the vehicle, and that works much better. And i just went with 19Legan81's idea of reverting to an earlier save to fix the alignment issues. One last question: is there a good tutorial on UV mapping anywhere?
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Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos

Postby 19Legan81 » Sun Sep 20, 2015 7:43 am

http://youtu.be/FFLjsCMofuk
This template tutorial helped me, hope it will help you =)
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Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos

Postby SeriousKnowledge » Sun Sep 20, 2015 1:16 pm

Alright, I lied earlier. In the videos Madgaz said he prefers to make his own collisions. Is that as simple as making the wheel collisions?
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Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos

Postby 19Legan81 » Sun Sep 20, 2015 7:04 pm

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Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos

Postby SeriousKnowledge » Mon Sep 21, 2015 8:40 am

So create some polygons, group them together, then name it "partname" [COL] ? I am genuinely confused and not really sure why.
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Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos

Postby Oleg » Mon Sep 21, 2015 10:20 am

wheel collisions should be "dummy helpers" with shape "Cylinder".

you can create your own collisions the way you like. it could be made out of a primitive, just make sure to [modify\Weld] weld vertices, so they all are jointed together. For example, when you create a box primitive, all vertices are disjoint (you can move a vertex at the corner and only one of three vertices at this corner will move). using Select + Weld (hotkey 'W') can weld vertices and such a box can then be used as collision. You can use Modify\Quick Slice tool to slice box here and there and then re-shape the collision you need.

Also, you can toggle "Outline" viewport mode, so you can clearly see a sharp lines of outline on vertices that are not welded with neighbors.
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Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos

Postby madga182 » Mon Sep 21, 2015 10:28 am

This one thing that has stumped me making collisions I am clueless to making shapes in this program just now , any chance of a quick video tut Oleg on shape creations ??
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Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos

Postby SeriousKnowledge » Mon Sep 21, 2015 11:27 am

I would also like to see that tutorial. For now I think I'm going to use dummy helpers to make the collisions and see how that goes.
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Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos

Postby SeriousKnowledge » Mon Sep 21, 2015 1:18 pm

Am I trying too hard here, or is something just set up wrong? The collision on the bumper works when my character walks into it or I hit another vehicle, but it doesn't show bullet holes, and passes right through scenery.

bumper col.PNG
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Properties.PNG
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Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos

Postby madga182 » Mon Sep 21, 2015 9:06 pm

This is all down to a dummy collision you need set up on the car it's basically just a big box that covers the car but it's a dummy , load a mode from gta5 and you will see what I mean , also you need a lowlod collision aswell

The bullet holes Oleg posted a tutorial on this , it's down to the flag options for the collision parts that make it show holes
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Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos

Postby Oleg » Tue Sep 22, 2015 12:05 am

a bit too detailed COL at first. Second, you should assign IDs onto polygons on your COL, but not onto the COL object itself.

COL should be quite simple, it is used to detect impact with other objects and to find out whether the bullet hits an object. the simplier the COL is, the better in-game performance will be. Once impact is detected or bullet hit is detected, the game will verify L1 model to find an exact and more accurate point of impact or bullet hit. So, you don't need a shapy and smooth COL object, the game will still use L1 for accurate placement of bullet-shells.
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Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos

Postby SeriousKnowledge » Tue Sep 22, 2015 1:17 pm

GOT IT! YES! Would anyone here happen to know anything about adding extras and setting up emergency lights?

EDIT: Duh. I can just look at a model that already exists.
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Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos

Postby GTR_96 » Sat Sep 26, 2015 12:36 am

is there any tutorial how to make moving analog speedo or digital speedo ?
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Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos

Postby Dark Paradise » Sun Oct 04, 2015 9:08 pm

Sorry for this isnt related to the topic but where I can find car models with high quality?
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Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos

Postby donfelipe » Tue Oct 06, 2015 11:46 pm

HELP!

Is there a way to convert from GTASA to GTAV without converting SA to IV first?! :shock:
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Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos

Postby madga182 » Thu Oct 08, 2015 2:48 am

theres is a way but its a lot harder, its basically just arranging of the hierarchy the correct way, and recreating all the collsions again
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Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos

Postby trigger_hdz » Fri Oct 09, 2015 6:16 am

for SA models open it up with autodesk and then save it as 3ds format or old z3d format and then you can import it to Zmodeler3
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Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos

Postby Ikey07 » Sun Oct 11, 2015 6:38 am

Is there any topic about User-Defined options, like what that Flags A, or AE does and what values should I put and where, like in that video (Oleg's) you set some 166 or something, what it does and how to know those values.
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Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos

Postby Oleg » Sun Oct 11, 2015 8:57 am

116 is "metal panel" with bullet holes and metall sparks when bullet ricochets. 120 is glass, 121 is more durable glass and 122 is the most durable glass. some other values are also used and generally provide different "sound and visual fx reaction", like steam emission or water spashes etc. I don't have a list of these.

Flags are generally unknown and should resamble their usage on original vehicles. AE on chassis and front-left wheel; A on all other wheels; E on openable elements. Plane rotors have some other flags too, but I haven't tested them as I can't spawn a plane in my save game.
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Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos

Postby Ikey07 » Mon Oct 12, 2015 3:09 am

How to reduce envoirment map, a.k.a to make that plastic/rubber/rims isn't shiny


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Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos

Postby madga182 » Mon Oct 12, 2015 4:39 am

Experiment with the adapt settings , I would choose interior for the window rubbers
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Re: [Guide] GTA4 to GTA5 Conversion Tutorial Videos

Postby Oleg » Mon Oct 12, 2015 11:44 am

in most of cases environment is masked by specular texture's green channel. so, using default vehicle_smallspecmap texture (which is white) will result in full strngth of environment and full strength of specular highlight too (masked by red channel).

put dark-grey texture into SPECMAP slot to reduce enviroment.

Also, an "Output Level" slider on ENVMAP page can reduce overal environment reflectivity of enture material if this suits your needs.
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