https://drive.google.com/file/d/1nyjWEM ... sp=sharing
https://drive.google.com/file/d/1KWGQRG ... sp=sharing
https://drive.google.com/file/d/1SsMgns ... sp=sharing
youtube video of error link = https://youtu.be/pAYo9GrYjP8 https://youtu.be/pAYo9GrYjP8
Need help fixing this error... the model looks fine in the model viewer but in game it wiggs out... this is a custom model with custom textures modeled from scratch.. i am also supplying a video link showing the error in action... I have been pulling my hair out trying to fix this and would be so grateful if someone could help.
thanks!
NEED HELP WITH MODEL TEXTURES
Moderator: Oleg
Re: NEED HELP WITH MODEL TEXTURES
The game usually suppresses texture reference on materials inside .ydd file because they are overridden in metadata file. This technique is used by game to set up variations of ped outfit after the model was complete/exported. So, you should inspect an associated metadata file for your ped model and refine texture references there. In case you replace some specific ped model, it is advised to give your texture exactly the same name as original ped's component has used. Then put your renamed texture into associated .ytd file to replace original texture data there.
Note, each ped component uses just ONE base texture (for the easy of "variations" specified above), so if your "head" mesh component relies on several textures (e.g. one for head, another for torso), then you need to split it to several meshes, so each .mesh uses just one texture (you are ok to use several materials, but they have to use the same "DETAIL" texture in each .mesh object).
For example, when used to test peds on ig_bankman.ydd model, I renamed texture to match the one in ig_bankman.ytd, so the game automatically assigns proper texture onto a model.
Note, each ped component uses just ONE base texture (for the easy of "variations" specified above), so if your "head" mesh component relies on several textures (e.g. one for head, another for torso), then you need to split it to several meshes, so each .mesh uses just one texture (you are ok to use several materials, but they have to use the same "DETAIL" texture in each .mesh object).
For example, when used to test peds on ig_bankman.ydd model, I renamed texture to match the one in ig_bankman.ytd, so the game automatically assigns proper texture onto a model.