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Re: GTA V character (Player, NPC) modding

Posted: Mon Apr 24, 2017 12:52 am
by Oleg
I've checked original Franklin's lowr_000_r model and it has blue-channel values ranging from zero to 70 with zero on just few vertices. It looks very strange that per-vertex info can cause the game to crash (I assume this per-vertex info is used for some mesh-vertices specific behavior, so a behavior could be different/inaccurate/unintended, but game crash is certainly unexpected for me on this).

Re: GTA V character (Player, NPC) modding

Posted: Tue Apr 25, 2017 3:06 am
by CommanderFang
Hey Oleg, I've been working on another ped model import, which contrary to my previous one which was a successful attempt, this one is giving me some problems and its all related to the skeleton this time.

Look, my problem with this particular model is the body proportions are slightly different than those used by the game default peds and at this point it would be way too much of a hassle trying to "remodel" my model just to adjust it to the game defaults, something I would avoid if I can.

My model leg bone proportions are slightly longer (only a bit I must say, nothing really exagerated, I just rather have my joints bend in correct places instead of just going by the "match the skeleton" approach if I can avoid it) which requires me to edit bone length in the skeleton setup mode, I have successfully adjusted some other bones on the body but when I try to increase the legs lengths then when I spawn the ped in-game, her legs look all twitched, and I think this happens because the pedestrian retains its original height and the game is forcing them despite the fact I increased the legs lengths in the skeleton and since she is retaining this "floating point" with longer legs, they end up twitched, do you know how or If I can somehow increase my character height to go over this set height limit?

Re: GTA V character (Player, NPC) modding

Posted: Tue Apr 25, 2017 4:32 am
by Oleg
Have you checked this video:

ANR70u1LhdI

Re: GTA V character (Player, NPC) modding

Posted: Tue Apr 25, 2017 5:18 am
by CommanderFang
Oleg wrote:Have you checked this video:
Oh, interesting, so then it IS possible, I knew there had to be a way since I've seen like giant NPC mods and such, gonna run some tests, thanks.

Re: GTA V character (Player, NPC) modding

Posted: Sat Apr 29, 2017 11:36 am
by jeffrey9090
How would I fix this?

Re: GTA V character (Player, NPC) modding

Posted: Sun Apr 30, 2017 11:46 am
by jeffrey9090
Nevermind. Did some testing. It turns out that if you swap the dummies of a component, it will bug out.

Re: GTA V character (Player, NPC) modding

Posted: Tue May 02, 2017 8:40 am
by MartinCT
Is there a tutorial anywhere on the ped props?
I'd like to reposition some sheriff_p stuff to fit nicely on a cop model.

Re: GTA V character (Player, NPC) modding

Posted: Tue May 02, 2017 10:15 pm
by YoungSaiyan
Very curious about how one would manipulate each bone individually and make it work still. the video was very informative in teaching us about how to scale the entire skeleton and meshes. I'm still curious about how we would approach each bone though as most of my models are slight different and i would prefer them to be correctly placed to rig better. thank you for all the help

Re: GTA V character (Player, NPC) modding

Posted: Wed May 03, 2017 3:59 am
by Oleg
very alike to scaling an entire skeleton. keep a trick in mind: holding mouse still over some bone and tapping Ctrl key several times will let you pick different objects under cursor. it's very helpful as some bones are "duplicate" (one for axial rotation, another for roll).

Re: GTA V character (Player, NPC) modding

Posted: Thu May 04, 2017 11:43 pm
by YoungSaiyan
Oleg thank you so much for the advice. thats very valuable. do i need to export the skeleton after moving the bones, then import it again? or can i apply the model to the new skeleton right after the adjustments?

Re: GTA V character (Player, NPC) modding

Posted: Fri May 05, 2017 4:11 am
by Oleg
you can apply or refine bones weight without export/reimport. however, you have to export .yft file so changes take place in game.

Re: GTA V character (Player, NPC) modding

Posted: Fri May 05, 2017 8:45 am
by YoungSaiyan
oh i dont mean bone weights tho. i mean the size and the rotation of the bones. when i make those size changes, do i need to export an reimport?

Re: GTA V character (Player, NPC) modding

Posted: Sat May 06, 2017 10:27 pm
by Oleg
just export the .yft file in "Skeleton only" mode. You will need to rename ".global" branch to a proper name before you export, so a branch with ".skel" will get exported.

Re: GTA V character (Player, NPC) modding

Posted: Sun May 07, 2017 1:55 pm
by jeffrey9090
The paint does not work on my end. I know I painted black secondary correctly; the mesh does not shake. For a few 20 seconds, it seems to work correctly; the mesh seems to have correct shading. After a short amount of time, the mesh goes back to incorrect shading.

I painted the primary rgb to 255, 128, 0. There are tangents, secondary/primary paint enabled.

I don't know what is going on.

P.S: It also crashes after a short time when the badge screws up the shading. Also, I have some parts of the texture transparent in the bumpmap and diffuse. Could this cause the issues?

Re: GTA V character (Player, NPC) modding

Posted: Wed May 10, 2017 4:16 am
by Oleg
looks quite strange to me. I remind the game was reducing graphic quality in several seconds when I was testing some objects: the problem was with collision and some model fragment falling through the ground - the game identified object to be "growing in bounds" and started to drop quality by using lower quality textures and models (on surrounding map objects). it was a test with light pole.

what is wrong with the badge is a sort of mystery for me, as it barely uses collision.

Re: GTA V character (Player, NPC) modding

Posted: Wed May 10, 2017 12:14 pm
by jeffrey9090
Could be a bug with a mixed format? I may be using something other than triangles.

Re: GTA V character (Player, NPC) modding

Posted: Thu May 11, 2017 1:48 am
by Oleg
I doubt this is related to model, it feels like a texture issue or an in-game feature.. may be the game tries to emulate a wetness on this material and it suffers low texture quality during this emulation.

I would recommend to assign original model's bump texture onto the badge, and if possible, leave some torso fragment of original model (with bump texture used too), just to see what will happen with original model and original texture.

Your note on a game crash makes me think of incorrect "Base" value set on a model. The base value somehow relates to memory management and usage of your model, so settings bad value there might let the game load the model (and textures) and get some problems later (when texture's memory get taken for usage by some other resources). Try settings higher base value on a topmost dummy node. Also, when you use embedded textures, Base property should have non-zero second value, like this:

Base 22, 10

Re: GTA V character (Player, NPC) modding

Posted: Thu May 11, 2017 3:20 am
by Danix.93
Hi guys! I don't know why, but when I rig the legs of my custom model (using ig_bankman's legs) they get rigged to the hands! Can someone help me?

Re: GTA V character (Player, NPC) modding

Posted: Thu May 11, 2017 3:25 am
by Oleg
you need to rig to skeleton inside ".global" branch. this skeleton is full with all bones loaded. once you have .global and .skel, load original legs model - it will get bind to global skeleton; set any leg bone as current to see whether its influence (colored highlight) is shown on a proper model area. Once everything is ok, you can bind your own mesh model to .skel of .global; then use weight copy tool.

Re: GTA V character (Player, NPC) modding

Posted: Thu May 11, 2017 1:38 pm
by Danix.93
Thank you Oleg, I did!

Re: GTA V character (Player, NPC) modding

Posted: Tue May 16, 2017 12:36 pm
by _Vlad_
Hey, @Oleg
Can you help me ? I added a new drawable component (task_003_u) to ped (s_m_y_cop_01). I did it by copying task_002_u dummy and mesh. Added task can be spawned in game by trainer because i already edited ymt for that. But, the added task not appear in the game. New task use textures with correct names, and was binded to skel, but didn't work.

Re: GTA V character (Player, NPC) modding

Posted: Thu May 18, 2017 3:41 pm
by jeffrey9090
@_Vlad_ Export openformats, import it with openformats. Make a backup of pre-openformats

I want to swap some bones to another skeleton. Can I just put more bones to a skeleton?

Re: GTA V character (Player, NPC) modding

Posted: Fri May 19, 2017 7:15 am
by _Vlad_
@jeffrey9090, the new component is working now, thank you!

Re: GTA V character (Player, NPC) modding

Posted: Fri May 19, 2017 4:40 pm
by jeffrey9090
@_Vlad_ NP

Re: GTA V character (Player, NPC) modding

Posted: Fri May 26, 2017 3:59 pm
by jeffrey9090
I made a discovery about the weird shading from my models; the weird shading only occurs during the day game time. The night seems to have the correct shading while the day does the weird shiny shading. During the night, the model never becomes shiny; during the day, the model becomes shiny after a small amount of time.