GTA V character (Player, NPC) modding

GTA:V Modding with ZModeler3 discussion.

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Re: GTA V character (Player, NPC) modding

Postby Oleg » Mon Oct 09, 2017 11:59 am

shader parameters are very alike to ped/ped_default shaders, so I doubt something is left by mistake. Seems like ped_decal does not support wind shaking, which is quite strange to my opinion.
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Re: GTA V character (Player, NPC) modding

Postby f5544 » Tue Oct 10, 2017 9:38 am

I hope you can fix it?
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Re: GTA V character (Player, NPC) modding

Postby 4brad » Tue Oct 17, 2017 7:56 am

[/quote][/quote]
Oleg wrote:shader parameters are very alike to ped/ped_default shaders, so I doubt something is left by mistake. Seems like ped_decal does not support wind shaking, which is quite strange to my opinion.


Oleg what should I do?Image
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GTA V character (Player, NPC) modding

Postby N. Man » Fri Nov 03, 2017 1:51 pm

Didn't want to start a new thread for this, but I'm having a bit of trouble exporting a freemode clothing item model that I edited in ZModeler3. When I export the model, everything looks fine, but in game, I get this: Image

Image

I really don't know what I'm doin wrong. I'm pretty new to the software, but if anyone can help me fix this, that would a hell of a help.
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Re: GTA V character (Player, NPC) modding

Postby N. Man » Fri Nov 03, 2017 6:05 pm

Sorry, pics were deleted. Anyway, this is what the model I edited looks like in game. Image
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Re: GTA V character (Player, NPC) modding

Postby Oleg » Fri Nov 03, 2017 9:37 pm

cloth mesh is not rigged to skeleton.

in short:
1. new .mesh should have "4 bones"+rigging in properties/mesh/vertices/format
2. new .mesh have to be bind to .skel located in .global branch. hovering new .mesh object should turn skeleton to yellow color.
3. new .mesh should have bone influence assigned onto vertices. the easiest way is to copy them from original geometry: e.g. load original jacket or skirt model, ensure original mesh is bind to .skel in .global, then use Rigging\Influence\Copy tool to copy bone weights assignment from original mesh to your new mesh.

here's a video on how this should go:
https://www.youtube.com/watch?v=iNH2EN9B0ds
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Re: GTA V character (Player, NPC) modding

Postby N. Man » Sun Nov 05, 2017 10:29 am

So I'm trying to follow along with the video, but I don't know where to get the surface object. Is it something that should come with the .yft skeleton model?
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Re: GTA V character (Player, NPC) modding

Postby Oleg » Sun Nov 05, 2017 10:45 am

the surface object is an arbitrary geometry I used for test as replacement. I don't know what exactly do you mod and what geometry are you going to put into your mod, but "surface" will be the geometry you need to get working in game.
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Re: GTA V character (Player, NPC) modding

Postby Sizzlenuts » Thu Nov 09, 2017 8:28 am

Oleg, I am trying to use MP model clothing from the EUP pack as well as in-game MP clothing to put together a real simple paramedic model. FIrst of all is it possible? I'd imagine it is. I've spent a lot of time putting it together, weighting all the mesh, binding all the mesh to the .global skel. I have a crude EMT model I put together that shows up fine in openIV but I must have done something wrong since I get a crash in game instantly when I try to spawn it.

What I did was:
Loaded s_m_m_paramedic, renamed it to .global, deleted the .mesh
Loaded s_m_m_paramedic again
Imported the parts I found in EUP clothing as well as in default GTA one at a time until the model was complete
weighted each mesh from it's original model then deleted the original .meshs
bound each mesh to .skel
made sure each mesh has 4 rigging bones + rigging in properties/mesh/vertices/format
checked the movement of the skel to make sure the mesh's move as well (which they do)
made sure all the materials showed up in zmodeler (which they do)
deleted all the parts of the original model that I'm not using
extracted s_m_m_paramedic.ydd with skeletal checked and export LODs set to "autoselect"
renamed that heirarchy to "__s_m_m_paramedic" and named my .skel heirarchy to "s_m_m_paramedic" and extracted it as a .yft with LODs set to "skeleton only"
deleted all the textures in "s_m_m_paramedic.ytd" and imported all of mine into it then saved it (I read you said it's best to rename your files to fit the YTD ones but mine didn't match and I wasn't sure if that would work)

(Side note) I notice some of my textures in the .ytd file and in zmodeler show up like this when added to my materials, I'm clueless as to why.
26b6e5a16a6363d3672c298e53966b79.png


When I tried to spawn the model in game it instantly crashes. I'm sure I did something wrong as I'm a novice to zmodeler but really loving it so far. Any help would be very appreciated. All I'm trying to do is make a few custom EMT models with just a simple shirt change for one, different pants for another etc (using EUP clothing). If using a NPC model to do this is a poor idea any help would be appreciated. Sorry for the long post :/
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Re: GTA V character (Player, NPC) modding

Postby Oleg » Fri Nov 10, 2017 5:09 am

the overal workflow is correct according to your description. I suggest to replace just one mesh object at a time. It is quite likely you replace geometry with higher-detail meshes, so you should refine "Base" user-defined property on topmost hierarchy dummy node (s_m_m_paramedic associated with .ydd hierarchy). This Base value somehow relates to memory management and should have higher value when you put higher-detailed geometries into a file.


also, you should make a test with original materials/textures at first. just to be sure a replaced geometries are ok. the problem might be related to materials too.
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Re: GTA V character (Player, NPC) modding

Postby Sizzlenuts » Fri Nov 10, 2017 7:55 am

when imported some of the meshes have no texture on them, is it still ok to test it without a texture? also the Base user defined property is 17,0 is there a maximum number that you know of that you can put in that field that would definitely be high enough? I'm sure you explained this 100 times on the forums so forgive me for asking, when you say "replaced geometries" what does that mean exactly? Any idea why some textures in the YTD file as well as in zmodelere's material browser show up as that check marked file like in my above post? Thank you for all of your help!!
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Re: GTA V character (Player, NPC) modding

Postby Oleg » Fri Nov 10, 2017 11:25 am

"replace geometry" = when you change replace any of original .mesh object with your own. you should try replacing just one object at a time (e.g. replace upper torso first, keep the rest unchanged and export .ydd file).

The base property is somehow relates to exported file size. it reaches 200 on 12Mb file, and is set to 10-12 on 1Mb file. So, if your exported file is 6Mb, you can use a value of 100. It's approximate evaluation of cause, suggesting trial end error way. If I had a strict rule to evaluate it, I would implement it in an exporter as is.

checker-mate textures are shown when texture is either not found or failed to load. In particular, texture could be in unsupported DDS format (new versions of BC5/BlockCompress#5 and higher). You should unpack this texture and try to load it into textures browser directly. if it fails to do so, texture format is unsupported. If it succeeded, unpack these textures and put them into the same folder as .ydd file.
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Re: GTA V character (Player, NPC) modding

Postby Sizzlenuts » Mon Nov 13, 2017 12:12 am

Oleg, I've spent hours upon hours trying to accomplish this with minimal to moderate results. I'm tearing my hair out. All I'd like to is take these parts and put them into a model: jbib(ems shirt) uppr (arms with hands attached) accs (police watch) lowr (pants) feet (boots) head, hair (not necessary) task (duty belt) and teef (stethescope). These components are all MP model components, what is the easiest way to put all of these together in one model so when I spawn the model all of these will be present? I've tried multiple NPC models but the problem I always have is that no NPC models have the exact same components as I'm trying to replace. I also tried the mp_m_freemode_01 model but even after I put all of the components together I tried to throw all the textures into a YTD file and name it accordingly. I had an issue in zmodeler where the bone weight would show up in the wrong place, for instance if I selected the forearm the foot would show it's weight, seemed very strange. I tried to export it anyways because why not I had spent an hour doing it. In game the model looked similar to this pic:

Image[/quote]

I'm growing increasingly frustrated as I've put days now into this project and have hardly made any substantial progress. Any help would be extremely appreciated. I have nowhere else to turn.
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Re: GTA V character (Player, NPC) modding

Postby Oleg » Mon Nov 13, 2017 1:21 am

send me your .z3d file and textures.
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Re: GTA V character (Player, NPC) modding

Postby f5544 » Mon Nov 13, 2017 1:59 am

Oleg wrote:shader parameters are very alike to ped/ped_default shaders, so I doubt something is left by mistake. Seems like ped_decal does not support wind shaking, which is quite strange to my opinion.


is there gonna be a fix for this?
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Re: GTA V character (Player, NPC) modding

Postby Oleg » Mon Nov 13, 2017 2:18 am

the game does not support wind shaking on ped_decal shader. I can't do anything with it.

Consider using different shader, as ped_decal is a sort of overlay image for effects. you can use ped_alpha for transparent stuff instead.

Edit: ped_alpha does not seem to support wind effect too.
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Re: GTA V character (Player, NPC) modding

Postby Sizzlenuts » Mon Nov 13, 2017 7:41 am

This is the last model I've tried out of many, this is using the mp_m_freemode_01 model. I've tried it with several NPC models, had no problem weighting and binding all the pieces but on this model the weighting seems backwards despite it not showing up in game. Thank you for your time.
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Re: GTA V character (Player, NPC) modding

Postby Oleg » Tue Nov 14, 2017 1:12 am

Not sure I've understand you correctly: replacing any NPC model with your geometry models works fine, but replacing mp_m_freemode_01 model gives a problem as above, correct?

it might be related to facial settings of MP models. they have a pre-defined set of vertices displacement for different type of faces, it looks like the game mixes these displacements on vertices to compose a user-defined appearance of face. quite likely the game will rejected your model changes when it finds displacement set not being suitable for the model you've exported.
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Re: GTA V character (Player, NPC) modding

Postby Sizzlenuts » Tue Nov 14, 2017 9:27 am

You are correct I did have a crash when I swapped in an mp_freemode head into an NPC model. I did rebind all of the .mesh to the new mp_freemode skeleton and I did replace the original NPC model .skel with the freemode one as well. I guess the only real answer I'm looking for is what route is the easiest for putting MP components together to create a model. Like I mentioned the most difficult issue was finding an NPC model that had a lot of parts to match what I was trying to replace such as task_000, accs_000 etc. Is there an easier way to see the weight of a component without having to activate the "current bone" function in zmodeler? Sometimes I'll get a component that will be accidentally weighted to a finger bone and that causes me to have to scroll through each bone in the hand until the component shows weight. Sorry if I'm not being clear enough :(
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Re: GTA V character (Player, NPC) modding

Postby Oleg » Tue Nov 14, 2017 11:56 pm

I guess replacing original NPC skeleton with mp_freemode skeleton could be a problem too. you should use original skeleton. Also, using mp_freemode head model as a replacement for NPC model should be no harm (assuming you use original NPC skeleton and re-weighted mesh model).

you can skim bones with "Next bone" and "Prev bone" buttons - it will iterate from current to next/prev bone index.
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Re: GTA V character (Player, NPC) modding

Postby Sizzlenuts » Wed Nov 15, 2017 1:05 pm

Thanks Oleg, It took me like 6 hours last night (don't ask) to swap one NPC head model onto another one's skeleton. I had to put bones into setup mode, delete the skeleton from the neck up in my original model, transfer the other skeleton from the neck up into my existing skeleton then transfer the new head mesh and weight it as well as bind it to my skeleton. I'm assuming all skeletons are shaped differently? I mean to the naked eye at first glance it doesn't seem like it but after swapping the heads it seems to me like they are slightly difference placement.
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Re: GTA V character (Player, NPC) modding

Postby Frostyy » Wed Nov 29, 2017 2:10 am

Hi there!
Im gonna make this short make this short.

Basically, i wanna put some new shirts, on a ped. Thanks to master Oleg, everything works fine and looks great in Zmod and in the OpenIV viewer.
BUT, when I get ingame, the shirt uses the wrong texture :( Usually the one from the head model.
I have renamed every file and everything.. Just doesnt work in-game :(
Been looking all over for a fix, but I'm thinking you guys will have the answer :D
Let me know if you need more info to be able to help me :D

Thanks in advance,

\\Frostyy
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Re: GTA V character (Player, NPC) modding

Postby Oleg » Wed Nov 29, 2017 6:01 am

if i'm not mistaken, the game will automatically assign texture from .ytd file to randomize ped appearance. you should retain original texture name and put it into proper .ytd file under original name.
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Re: GTA V character (Player, NPC) modding

Postby Frostyy » Wed Nov 29, 2017 10:49 am

The problem with that is that the new shirt uses a other texture.. :/
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Re: GTA V character (Player, NPC) modding

Postby Oleg » Wed Nov 29, 2017 10:58 am

just rename it to match the original name, then export. and put your texture into original .ytd file with original texture name (replace original texture inside .ytd).
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