GTA V character (Player, NPC) modding

GTA:V Modding with ZModeler3 discussion.
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Z@gor
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Re: GTA V character (Player, NPC) modding

Post by Z@gor »

I succeeded. Thank you so much.
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Z@gor
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Re: GTA V character (Player, NPC) modding

Post by Z@gor »

I can't connect the skeleton to the model. I wonder why?
https://www.youtube.com/watch?v=xBkI5UjVcSA
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Oleg
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Re: GTA V character (Player, NPC) modding

Post by Oleg »

Binding an object to a skeleton is not enough. You need bones weight to be assigned onto mesh vertices. In your case, you can assign weight of bone "head" onto all vertices of your mesh component. Switch object to vertices level, select all vertices. pick Rigging\Influence\Paint tool, expand its options and switch it to "Preset" mode. Locate a head bone in a skeleton, drag and drop it into a under "Preset". A "head" bone will appear there with influence strength set to 100 by default. Press "Fill selected" button to assign this weight preset onto selected vertices.
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Z@gor
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Re: GTA V character (Player, NPC) modding

Post by Z@gor »

Oleg wrote: Sat Jan 01, 2022 8:18 am Binding an object to a skeleton is not enough. You need bones weight to be assigned onto mesh vertices. In your case, you can assign weight of bone "head" onto all vertices of your mesh component. Switch object to vertices level, select all vertices. pick Rigging\Influence\Paint tool, expand its options and switch it to "Preset" mode. Locate a head bone in a skeleton, drag and drop it into a under "Preset". A "head" bone will appear there with influence strength set to 100 by default. Press "Fill selected" button to assign this weight preset onto selected vertices.
Unfortunately I couldn't. I couldn't understand the way I had to follow because my English is bad. :( There was no such problem before.
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Oleg
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Re: GTA V character (Player, NPC) modding

Post by Oleg »

https://youtu.be/_Q1Ab04kt-w?t=320
very similar, but there the wight is removed with "influence paint" tool, while you need to assign weight (using the same tool and same technique).
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Re: GTA V character (Player, NPC) modding

Post by eeldad_ob »

how i rig somthing to mp male like ring etc staff whiteout refrbece model
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Oleg
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Re: GTA V character (Player, NPC) modding

Post by Oleg »

probably, you can paint weight manually. in most of cases you can find a reference model that is rigged already.
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Re: GTA V character (Player, NPC) modding

Post by eeldad_ob »

how i add prop to a ped like jacket etc cuz i cant find eny guid on the web pls help me
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Oleg
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Re: GTA V character (Player, NPC) modding

Post by Oleg »

try searching on youtube, may be there are guides on how to add props to a ped. ZModeler is about how to create model files that could be then used by the game. The topic on how to let the game use particular files as an addon prop is out of the scope of ZModeler itself. I personally don't make any mods, so I don't have an answer to your question.
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Re: GTA V character (Player, NPC) modding

Post by eeldad_ob »

ok i cant find eny guid but thx
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Re: GTA V character (Player, NPC) modding

Post by eeldad_ob »

why i cant aplly the matiral on the mesh ? in vertex mode but i can aplly for all the mesh like that https://media.discordapp.net/attachment ... height=592
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Oleg
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Re: GTA V character (Player, NPC) modding

Post by Oleg »

Material can be applied to object or polygons, you cant assign material in vertices mode.
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Re: GTA V character (Player, NPC) modding

Post by Oleg »

if I"m not mistaken, you should specify full file name in textures browser on "textures group" page. e.g.

berd_002_u.ydd

Note, the game can switch textures on a ped model (to create random outfit) and textures name (and their location in .ytd files) can suppress your texture assignment on materials in ZModeler. This is something to adjust in metadata file for the ped. I advise to use original texture names (if you replace some ped) and put your own modified textures with original texture names into original .ytd files.
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Re: GTA V character (Player, NPC) modding

Post by ramisthand76 »

may be it is located in some different folder or in some common folder for all multiplayer models.. it's not a must for *.yft file to reside in the same folder as the .ydd file. the one that game actually use with .ydd file. I don't know the way game uses to bind multiplayer .ydd to a skeleton

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Last edited by ramisthand76 on Mon May 09, 2022 9:47 pm, edited 1 time in total.
eeldad_ob
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Re: GTA V character (Player, NPC) modding

Post by eeldad_ob »

how o make a cape that actley move like a cape
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Oleg
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Re: GTA V character (Player, NPC) modding

Post by Oleg »

eeldad_ob wrote: Mon Apr 25, 2022 2:53 am how o make a cape that actley move like a cape
in general, using cloth-mesh on a model with cloth-physics enabled (the one that comes with .yld file) will give the result.
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Re: GTA V character (Player, NPC) modding

Post by eeldad_ob »

what yld shud i use to gest a cape that will react to the wind ?
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Re: GTA V character (Player, NPC) modding

Post by Oleg »

.yld file is a cloth simulation data for a .cloth object stored inside .yft file. The .yld file is not used on its own. The model that comes with .yld file has a cloth-simulation model configured, so your own model can replace this model in game. You can't export model with cloth into a game model that was not natively using cloth in it. It's up to some configuration in metadata file, may be this issue was solved already.

The cloth simulation is done on a geometry model using a low-detailed cloth geometry model (that is actually cloth-simulated). It can't be expressed as a forum post, you should better watch videos on this subject.
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Re: GTA V character (Player, NPC) modding

Post by eeldad_ob »

hey how i import high poly obj cuz its slice it to 4 or more patrs
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Oleg
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Re: GTA V character (Player, NPC) modding

Post by Oleg »

avoid using high poly models, they are not that good for the game.
ZModeler does not allow one geometry object to have more than 64K vertices. It allows to group several objects into one if you need to bypass this limitation.

You can optimize model before you import it into ZModeler.

Also, you can slice model to components (like "upper torso", "lower torso", "hands+head"), so one component fits within 64K vertices limit.
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Re: GTA V character (Player, NPC) modding

Post by eeldad_ob »

wehn iimport 18 k its still split
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Oleg
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Re: GTA V character (Player, NPC) modding

Post by Oleg »

post a set of screenshots for better explanation. I afraid we are talking about different things.
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Re: GTA V character (Player, NPC) modding

Post by eeldad_ob »

hi oleg how im splitting a ped ? like evry part as his wone ydd and ytd
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Re: GTA V character (Player, NPC) modding

Post by Oleg »

not getting your question perfectly..
You can split geometry object to multiple objects by selecting polygons and using Modify\Submesh\Detach tool. Mind to toggle off "Drag" option there, as you could a detached set of polygons unintendedly.
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