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 » Wed Nov 29, 2017 11:01 am

That's what I did :( Some times it even changes back to the old dds inside the ytd..
What format should I put back inside the ytd? Png or dds?
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Re: GTA V character (Player, NPC) modding

Postby Frostyy » Wed Nov 29, 2017 11:05 am

What would be the correct
workflow to do this :P
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Re: GTA V character (Player, NPC) modding

Postby Oleg » Wed Nov 29, 2017 11:30 am

.dds and perfectly the same type (DXT3, DXT1, DXT5) as original. Can't be more specific on workflow, as I personally haven't modded any ped/npc, i always used original model with original textures for tests.
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Re: GTA V character (Player, NPC) modding

Postby Frostyy » Wed Nov 29, 2017 11:38 am

okok thanks alot!! I think maybe its the DXT messing it up

I'll report back tommorow :D
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Re: GTA V character (Player, NPC) modding

Postby Frostyy » Wed Nov 29, 2017 10:06 pm

Hi again,

I have changed the DXT's and mipmaps to match original.. but no luck.
The original is a jbib_ and I want to replace a uppr_, but when I do that, the texture doesnt even show up on the model in the OpenIV model viewer. Although, when I just put the jbib_ in the ytd, it looks fine in the OpenIV viewer. Not in game.. Also, when I change the jbib to uppr, I cant assign it in the polygons list, it's just completely gone :/
I have also tried scaling the original jbib dds down from 4048x4048 to 1548x1548, maybe that was the problem.. :/
Here are some screenshots of the project with the original jbib files in the ytd, in Zmod, OpenIV and in-game.

<Frostyy
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Screenshot_2.png
Screenshot_1.png
Screenshot_3.png
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Re: GTA V character (Player, NPC) modding

Postby Oleg » Wed Nov 29, 2017 11:58 pm

does it appear in game with random flickering/changing textures or keep showing the texture on the screenshot? if it keep the same texture, you just need to locate it in .ytd file and replace it with yours. Also, keep original texture size if possible, if you rescale texture, keep linear size of width and height to a power of 2. 4096 is correct value, the one lower it will be 2048, then 1024. intermediate size 1548x1548 is incorrect, but I doubt it is related to the issue. As you can see the game keeps bump texture of your model, but tries to put "random" diffuse/color texture using its own in-game logic. the logic is to take (possibly random) textures from a set of .ytd files associated with the model.
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Re: GTA V character (Player, NPC) modding

Postby Frostyy » Thu Nov 30, 2017 12:22 am

I got it working!!!
Did a bunch in the material browser, and lucked out!
Although now, the shirt texture has a weird grey fade too it.. Not all black like in OpenIV. Maybe something to do with shaders? Any ideas? :))

Thank you so much for your help!
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Re: GTA V character (Player, NPC) modding

Postby Oleg » Thu Nov 30, 2017 3:59 am

seems like BUMPMAP texture is missing now and bad texture is used instead of it.
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Re: GTA V character (Player, NPC) modding

Postby Frostyy » Thu Nov 30, 2017 4:58 am

hmm... I'll try and make a new one and report back :D

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

Postby Frostyy » Thu Nov 30, 2017 10:34 am

Tried making a new bumpmap.. Still looks the same :( Maybe something todo with snow?
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Re: GTA V character (Player, NPC) modding

Postby Oleg » Thu Nov 30, 2017 12:35 pm

I doubt. your earlier screenshots where showing correct bump-map texture and wrong diffuse texture; latest screenshot has correct diffuse texture and wrong bump texture.
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Re: GTA V character (Player, NPC) modding

Postby Frostyy » Fri Dec 01, 2017 2:08 am

I'm not even sure if I was using one the first time.. But after I got the right texture working, I did some work in the material browser to get it working.. That's where I choose the bump, but after you said it was the new bump was off, I made a new one and same result.. I'll have to do some testing with and without it.. :/

But thanks for your continues help, I will report back after testing :D
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Re: GTA V character (Player, NPC) modding

Postby Frostyy » Fri Dec 01, 2017 11:11 am

Where in the hierarchy do I add a new uppr? When I add a uppr_002 to s_m_y_cop_01, my whole ped is invisable except head and task.. :( Any ideas?
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Re: GTA V character (Player, NPC) modding

Postby Frostyy » Fri Dec 01, 2017 1:46 pm

And how do I assign multiple materials to a accs? I have modded the ymt :D
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Re: GTA V character (Player, NPC) modding

Postby cosmicblip » Wed Dec 20, 2017 2:48 pm

it may just be me and its not yet supported but i have a npc that i am looking to export from ZModeler 3 into 3ds.
format but when i boot the 3ds up in 3ds max the rig is all messed up its like its not snapping to the skin
Image
Last edited by cosmicblip on Thu Dec 21, 2017 11:58 pm, edited 1 time in total.
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Re: GTA V character (Player, NPC) modding

Postby quechus13 » Thu Dec 21, 2017 7:50 pm

You can't import 3DS with the rigging or obj
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Re: GTA V character (Player, NPC) modding

Postby cosmicblip » Thu Dec 21, 2017 11:57 pm

The npc is in ZModeler 3 with a rig So then there is no way for me to export it into a 3d program with its rig
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Re: GTA V character (Player, NPC) modding

Postby Oleg » Fri Dec 22, 2017 12:12 am

you can try a .DAE, but i'm not quite sure it will work with rigged models.
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Re: GTA V character (Player, NPC) modding

Postby cosmicblip » Fri Dec 22, 2017 12:29 am

let me give you a bit more info I have a 3d npc in zmodeler 3 from my yft and ydd files and I am looking to export that npc with its rig into a 3d app like blender or 3d max and so on
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Re: GTA V character (Player, NPC) modding

Postby cosmicblip » Fri Dec 22, 2017 1:34 am

UPDATE i can import dae into unity but its not the full npc if i do it in 3ds it has the full npc Image
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Re: GTA V character (Player, NPC) modding

Postby cosmicblip » Fri Dec 22, 2017 2:43 am

its replaced all the parts with the one part on export Image
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Re: GTA V character (Player, NPC) modding

Postby Deadspin » Fri Dec 22, 2017 4:26 am

Anyone figure out how to add a new component to the model?

Image

It's rigged up, materials are in, shows up in OpenIV but won't show up in the game. Not sure what hash values to add/retract to give to make the game realize that there's another option under that accessory slot when editing the .ymt file.

Any clues?
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Re: GTA V character (Player, NPC) modding

Postby Deadspin » Fri Dec 22, 2017 4:32 am

Hmm.. Game doesn't seem to recognize it still even with the .ymt edited.

It shows up as an option but when selected is invisible.
Last edited by Deadspin on Fri Dec 22, 2017 5:13 am, edited 1 time in total.
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Re: GTA V character (Player, NPC) modding

Postby Oleg » Fri Dec 22, 2017 4:36 am

have you checked the basic component replacement video: https://www.youtube.com/watch?v=iNH2EN9B0ds ?

concerning the export to .dae, I would suggest to export components one by one. rename and move .mesh from each .ydd branch into root together with .skel from .global (move it too by right-click, linking, unlink). then delete the rest and export one component+skeleton. then undo changes and do the same with another component.

if you keep model exported by components with identical (the same) skeleton being used, it will be ok later when you return it into zmodeler, even if you edit it meanwhile.
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Re: GTA V character (Player, NPC) modding

Postby Deadspin » Fri Dec 22, 2017 5:15 am

I used your replacement video to swap out pieces before, yeah. It took me a minute to figure it out but I got it.
Now I'm trying to add a new component, vice replacing one.

I've edited the .ymt file to show a second item in the selection menu and, in game it shows a second item to select, but even though the item is linked to the model, rigged, mats are good in Zmodeler, it still won't show up in game. OpenIV sees it but the game doesn't.
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