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In part 1 of your video at 9:46, how do you select those parts? Separately!Oleg wrote:watch the video please, it was all explained and shown.
NewEra wrote:Hey, I Did It?
Any Ideas Oleg? =)
Did Colls For The 4 Wheels
Don't know the right expression for it but yes it is like that. The problem was: my zmodeler2 didn't exported any exhaust nor seats. Afterwards I've found a friend, who's helping me. He "converted" that car successfully and now I gonna try to make the steering wheel rotateable. I already detached the whole steering wheel. What do I have to do now?Oleg wrote:it is a bad idea to start modding with "convert first car". You should start from modding original game models first, as modding is very sensitive to setup of hierarchy, collisions and materials. starting from original models will lead to less errors.
Even if your model is absolutely 100% correct with perfect setup and good collisions, the game can still crash due to a detalization limits exceeding.
I'm having a mess with the material browser. The car looks weired. How can I undo them. Ok I did as you said. It just now gives me an error message with "Can not obtain shader material 'gta_default'".Oleg wrote:in order to export to a file name my_model_hi.yft or my_model.yft, your scene should start from an object named my_model_hi.
Oleg wrote:I've suggested already to start learn modding by taking original gta5 models first. conversion of a different model to gta5 take days when you already know all the details of this process. It is barely possible to learn modding the way you've chosen.
1. all materials should be properly converted. preferable, with conversion script button;
2. if i'm not mistaken, per-vertex color is no longer used for emissive lighting, only texture can give lit color on a model.
3. steering wheel have to be a separate object (modify\detach) with correct axes setup on it, so the spinning axis is perfectly aligned. the correct setup can be taken from original vehicle; the object have to be named properly, so the game "knows" what object to rotate. additionally (not sure on this) the vehicle script/meta should specify that the model actually has a steering wheel part. default vehicles usually have this pre-configured, so correct object name will automatically enable in-game steering wheel rotation;
4. hands on steering wheel - probably trial and error by moving the wheel and testing; mind the in-game steering wheel is very small, so the steering animation for hands require you to use a smaller steering wheel than real vehicles have.
5. no ideas on interior lights; probably just a properly named dummy node need to be available
6. vehicle_mesh is the most commonly used. it can range from plastic to chrome by means of different textures; supports color painting in game and bullet holes effects;
Well nevermind now. Found a very easy way to attach them automatically. I pressed under 'attach - options - auto attach (or like that)' and then I typed the name of the two things and voila! in 2 seconds I have a complete steering wheel!Oleg wrote:post a screenshot of your scene, and a screen of hierarchy. detach tool usually creates a new object out of selected polygons, so it is ok to get new object in hierarchy. rename it and put it into proper place in hierarchy (probably, into "chassis" branch).
axes are X, Y and Z color lines that are drawn when you hover any object. on wheels these are in center of wheels, on doors they are at hinge point. on steering wheel, these should be at the center of the wheel.. and they should be rotated, so X goes left,Y goes to the wheel's upper circle point and Z points out of the wheel to the driver's head; I could be wrong on this, take a look on original models.
Nevermind. It was my savegame... I can't explain myself how this can happen. I loaded an earlier savegame and it worked.Oleg wrote:textures are barely the cause. especially they will not affect, if you put them into .ytd instead of making them embedded in a .yft file. most of game crash are caused by excessive detalization of the geometry. if it's not extremely high poly model, the hierarchy and collisions should be double-checked. make a re-import and take a look whether all names and all objects (and COLs) are on proper places.