GTA V character (Player, NPC) modding

GTA:V Modding with ZModeler3 discussion.

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Re: GTA V character (Player, NPC) modding

Postby Frostyy » Sun Jan 07, 2018 1:14 am

It's like a month since I looked at it, but I'm pretty sure yeah, cant remember for sure. Got some ideas for if and if not?
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Re: GTA V character (Player, NPC) modding

Postby lawdy » Sun Jan 07, 2018 4:02 am

Frostyy wrote:It's like a month since I looked at it, but I'm pretty sure yeah, cant remember for sure. Got some ideas for if and if not?

If it shows in OpenIV but not ingame it could be a ymt problem, try taking a ymt file from a ped that you know works and has the amount of components you want, and see if it works. Also sometimes exporting to ODD and then re-importing works
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Re: GTA V character (Player, NPC) modding

Postby Deadspin » Sun Jan 07, 2018 10:48 am

Frostyy wrote:It's like a month since I looked at it, but I'm pretty sure yeah, cant remember for sure. Got some ideas for if and if not?


So when I'm adding textures to a shirt or a new component, first I load the character up in GTAV (story mode) and, with the enhanced native trainer, I check to see what their categories are. If I had a screenshot handy I'd show you, but the categories like "hair / head / shirt / pants / accessories" all correspond to a specific entry in the .ymt file.

For example, here's the .ymt file for a custom Sheriff ped.

Image

Each one of those "item" categories is for a different piece of the ped. So when you're adding, lets say, a jacket component and you list it as uppr_003_u in Zmodeler (Bracketing it in with the other "Uppr" ped pieces), you need to find the item category in the .ymt that corresponds with the other upper pieces and add a new item index to it so that the game knows to look for a third upper piece. It's the same rule with textures. If you're looking to add, lets say, multiple shirt textures to the ranger ped so that you can have shirts with individual character names on them to choose from, you need to go into that particular item's config in the ymt and add more corresponding texture entries.

There's nothing you need to do with peds in zmodeler to get it to look for new/different textures. You just need to build the texture (using the same naming convention in sequential order) and then add the entries into the .ymt in the appropriate place.

So, vanilla shirt texture may be named "uppr_diff_001_a_uni" and its the only one in there. Copy it, edit it, then rename it "uppr_diff_001_b_uni" and, once the ymt is edited, the game will know that there is a second available texture for that piece.
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Re: GTA V character (Player, NPC) modding

Postby Frostyy » Tue Jan 09, 2018 3:21 am

Thank you guys SOOOOO much for all your help and guidence, I'll definitely use this as a knowlage base during my next project and after buying a licence :))

One more question tho xD Where in the hierarchy do I add a new, lets say, uppr, in zmod?
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Re: GTA V character (Player, NPC) modding

Postby Deadspin » Mon Jan 15, 2018 11:52 am

Frostyy wrote:Thank you guys SOOOOO much for all your help and guidence, I'll definitely use this as a knowlage base during my next project and after buying a licence :))

One more question tho xD Where in the hierarchy do I add a new, lets say, uppr, in zmod?



No idea TBH. I just kind of threw mine in randomly.
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Re: GTA V character (Player, NPC) modding

Postby lawdy » Fri Jan 19, 2018 2:36 pm

Everything works fine and I can export with no errors, but then I upgrade to Windows 10 and re-install Zmodeler and I when I open my project again and export I get this:
Any ideas?
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Re: GTA V character (Player, NPC) modding

Postby Oleg » Sat Jan 20, 2018 8:09 am

you need to import original model that have this bones, then restart ZModeler and it will be able to export such a bone IDs properly.
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Re: GTA V character (Player, NPC) modding

Postby lawdy » Sun Jan 21, 2018 5:21 am

Oleg wrote:you need to import original model that have this bones, then restart ZModeler and it will be able to export such a bone IDs properly.

That removed the issue thanks
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Re: GTA V character (Player, NPC) modding

Postby Frostyy » Mon Jan 22, 2018 9:59 pm

So, I'm having this really annoying problem again. I have had it before and somehow managed to fix it, but don't remember how xD

But basically the problem is that the textures don't show up on the new component in-game, but they do in zmod and OpenIV (see screenshots)

If anyone has any ideas as how to fix this, it would be gladly appreciated.
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Re: GTA V character (Player, NPC) modding

Postby Oleg » Tue Jan 23, 2018 3:52 am

in most of cases, you outfit should use exactly the same texture names as original, even more, you have to put textures into proper .ytd files. the game will randomly compose texture name to vary outfit combinations, so the name of texture you have on a model in .ydd file is not significant at all.
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Re: GTA V character (Player, NPC) modding

Postby Retrocop » Tue Jan 23, 2018 7:11 am

Somebody know how prevent new object from twiching on wind?
I correctly placed new object (Badge) to coat (spine on skeleton), it look okay without wind, but when i enable wind in game - it start dancing. What ammount of rig bones should be there?
Image
How to fix it?
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Re: GTA V character (Player, NPC) modding

Postby lawdy » Tue Jan 23, 2018 8:20 am

Retrocop wrote:Somebody know how prevent new object from twiching on wind?
I correctly placed new object (Badge) to coat (spine on skeleton), it look okay without wind, but when i enable wind in game - it start dancing. What ammount of rig bones should be there?
Image
How to fix it?

Oleg wrote:get an update.

Mesh shaking (wind effect simulation): discussed here [quick fix: paint secondary vertices color to (0,0,0)].


Link is dead but have you tried painting the verticles?
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Re: GTA V character (Player, NPC) modding

Postby Retrocop » Tue Jan 23, 2018 11:42 am

Thank you! It's work!
And other question...
Any way to use 2 different textures for one item? for example i create task_000 from two different elements...
If no - how to add new accs_000 to ymt? I know how edit it, but there is only hashes, nohting with normal words.
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Re: GTA V character (Player, NPC) modding

Postby lawdy » Tue Jan 23, 2018 6:55 pm

No you can only use one texture.
There is some good info here https://forums.gta5-mods.com/topic/5458/editing-ymt-files-for-ped-variations?page=1
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Re: GTA V character (Player, NPC) modding

Postby Deadspin » Wed Jan 24, 2018 2:50 pm

Running into a new issue now.
I'm adding a jacket to a skin ped (not a mp ped). Not anything new for me, or so I thought.

I'm thinking this has something to do with the arrangement of the component pieces in Zmodeler, as moving the mesh and it's folder around has created some interesting results.

Image

Having it near the bottom of the list, just under the uppr_000_u component, means it doesn't show up in game. Pushing it up about halfway between the uppr_001_r component and that one completely screwed the ped, it looked like it was only rendering the L3-L4 super low poly distance model.

Image

My question is this: Does the "r" or "u" designation on the components mean anything significant? If I'm adding another piece of clothing, should there be somewhere specific I arrange it in the hierarchy?

I've made the necessary edits to the YMT, even added in a third decal surface in order to remove the standard Lost MC decal from the ped when needed (Since the jacket has it's Lost patch built into the texture, bump and spec maps, it's working properly in single player testing). The textures are all properly associated and loaded into the ytd. I'm just not sure where I'm hung up right now.
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Re: GTA V character (Player, NPC) modding

Postby Frostyy » Wed Jan 24, 2018 9:19 pm

When I get that problem, I usually make sure that all the components are placed correctly in the hierarchy. I just rip a fresh one from OpenIV, open it in zmod and screenshot the list. And when you add a new comp just plop it in there somewhere xD

Also another problem I had that caused that thumb-looking dude from spy kids, was that making all the materials in the browser to ped insted of ped_default.

Lemme know if it works :D
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Re: GTA V character (Player, NPC) modding

Postby Frostyy » Thu Jan 25, 2018 12:06 am

How would I go about replacing a head component? Do I have to do all kinds of stuff with the skeleton? :/

But please share a workflow if you guys have one :D
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Re: GTA V character (Player, NPC) modding

Postby Oleg » Thu Jan 25, 2018 2:29 am

make sure you run the very latest copy of ZModeler (3.2.x, as 3.1.5 will not auto-update to the latest version). it will sort objects in hierarchy automatically on export.
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Re: GTA V character (Player, NPC) modding

Postby Deadspin » Fri Jan 26, 2018 3:12 am

Oleg wrote:make sure you run the very latest copy of ZModeler (3.2.x, as 3.1.5 will not auto-update to the latest version). it will sort objects in hierarchy automatically on export.


Yep, that actually solved everything. Zmodeler just keeps getting better and better!

Thanks Oleg!
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Re: GTA V character (Player, NPC) modding

Postby Deadspin » Fri Jan 26, 2018 3:22 pm

Run into a new error, one I'm not sure how to troubleshoot as mats are still relatively foreign to me.

Image

I'm getting this error when attempting to export a ped I've been working on. Never run into it before, not sure what to do with that material to make it work.
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Re: GTA V character (Player, NPC) modding

Postby Frostyy » Fri Jan 26, 2018 3:51 pm

Deadspin wrote:Run into a new error, one I'm not sure how to troubleshoot as mats are still relatively foreign to me.

Image

I'm getting this error when attempting to export a ped I've been working on. Never run into it before, not sure what to do with that material to make it work.


Just assign ped or ped default or vehicle paint or summin on the default material in the material browser :))
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Re: GTA V character (Player, NPC) modding

Postby Oleg » Sat Jan 27, 2018 12:36 am

the background of this message is: your geometry uses "Default Material" assignment on some polygons, while it should not use it. Perfectly, you should locate problematic polygons/objects and assign correct material; or assign correct material onto entire object(s) if you don't want to search for these polygons.

while editing vehicles, this error usually comes with collision objects being exported as regular geometry rather than collision volumes (bad object naming); this does not apply to ped editing however.
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Re: GTA V character (Player, NPC) modding

Postby Deadspin » Sat Jan 27, 2018 9:47 am

Oleg wrote:the background of this message is: your geometry uses "Default Material" assignment on some polygons, while it should not use it. Perfectly, you should locate problematic polygons/objects and assign correct material; or assign correct material onto entire object(s) if you don't want to search for these polygons.

while editing vehicles, this error usually comes with collision objects being exported as regular geometry rather than collision volumes (bad object naming); this does not apply to ped editing however.


As usual, seeking out the mat assignments per scene was something I didn't do. Thanks Oleg, problem solved.

Frostyy wrote:
Deadspin wrote:Run into a new error, one I'm not sure how to troubleshoot as mats are still relatively foreign to me.

Image

I'm getting this error when attempting to export a ped I've been working on. Never run into it before, not sure what to do with that material to make it work.


Just assign ped or ped default or vehicle paint or summin on the default material in the material browser :))


I actually tried this and it refused to work.
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Re: GTA V character (Player, NPC) modding

Postby Deadspin » Sat Jan 27, 2018 11:38 am

Hey Oleg, Could I request your assistance?

I've got a jacket I'm trying to get working properly and it's about 95% done. The problem now is the same as the problem I had before, I've got some weight on a bone somewhere that I, for the life of me, cannot seem to find that's affecting the bottom outer edges (L/R) of the jacket and pulling the material out to the hands when the ped runs.

I've gone through every bone I can think of 3-4 times now and can't seem to find it. I'll PM you the link to the .z3d in dropbox and if you're so inclined, could you PM me an answer?

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Re: GTA V character (Player, NPC) modding

Postby Retrocop » Sun Jan 28, 2018 1:44 am

Guys, i try to replace heads from a_m_y_yoga_01 to s_m_y_cop_01. I replaced it, it look okay, but there is little face animation glitches on diffetent "moods" of the ped. The parameters of the facial animation are stored in the s_m_y_cop_01.ymt?
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