Report Import/Export bugs here
Re: Report Import/Export bugs here
btw, i know where you can found a terrain shaders, for example here
1) terrain_cb_w_4lyr_2tex_blend_lod x64o.rpf\levels\gta5\_hills\cityhills_02\cityhills_02.rpf\ch2_01b_l1_slod_children.ydd
2) terrain_cb_w_4lyr_lod x64o.rpf\levels\gta5\_hills\cityhills_02\cityhills_02.rpf\ch2_01b_l5_slod_children.ydd
3) terrain_cb_w_4lyr_pxm_spm x64o.rpf\levels\gta5\_hills\cityhills_02\ch2_01.rpf\ch2_01_l1.ydr
4) terrain_cb_w_4lyr x64k.rpf\levels\gta5\_citye\scentral_01\sc1_22.rpf\sc1_22_mall_04bb.ydr
btw, i found some water shaders :
"water_river", "water_rivershallow", "water_shallow" x64o.rpf\levels\gta5\_hills\cityhills_02\ch2_01.rpf\ch2_01_water_01.ydr
btw, i have some problem with light, i deleted all light from ydr, but it's still showing in the rear, but front is ok
https://pp.vk.me/c636921/v636921427/423 ... x7-57A.jpg
https://pp.vk.me/c636921/v636921427/423 ... TvBm2o.jpg
and when i close-up camera, the light is disappeared https://pp.vk.me/c636921/v636921427/423 ... WAF1_E.jpg
also, can you give me advice for vehicle, look at the side glass and panels aroun boot, which located after rear door glass, so, the frame of glass should be glossy black, http://topgearrussia.ru/data/topgear/pr ... 80x550.jpg
i get ideal result ingame by using the vehglass shader, but it's has some weird thing, for some reason, at night time, this part became half transparent, but the texture that's i use for it just a black color 16x16 without transparent, it's 100%. So, it's possible to fix this transparent at night time? maybe some pervertex color?
1) terrain_cb_w_4lyr_2tex_blend_lod x64o.rpf\levels\gta5\_hills\cityhills_02\cityhills_02.rpf\ch2_01b_l1_slod_children.ydd
2) terrain_cb_w_4lyr_lod x64o.rpf\levels\gta5\_hills\cityhills_02\cityhills_02.rpf\ch2_01b_l5_slod_children.ydd
3) terrain_cb_w_4lyr_pxm_spm x64o.rpf\levels\gta5\_hills\cityhills_02\ch2_01.rpf\ch2_01_l1.ydr
4) terrain_cb_w_4lyr x64k.rpf\levels\gta5\_citye\scentral_01\sc1_22.rpf\sc1_22_mall_04bb.ydr
btw, i found some water shaders :
"water_river", "water_rivershallow", "water_shallow" x64o.rpf\levels\gta5\_hills\cityhills_02\ch2_01.rpf\ch2_01_water_01.ydr
btw, i have some problem with light, i deleted all light from ydr, but it's still showing in the rear, but front is ok
https://pp.vk.me/c636921/v636921427/423 ... x7-57A.jpg
https://pp.vk.me/c636921/v636921427/423 ... TvBm2o.jpg
and when i close-up camera, the light is disappeared https://pp.vk.me/c636921/v636921427/423 ... WAF1_E.jpg
also, can you give me advice for vehicle, look at the side glass and panels aroun boot, which located after rear door glass, so, the frame of glass should be glossy black, http://topgearrussia.ru/data/topgear/pr ... 80x550.jpg
i get ideal result ingame by using the vehglass shader, but it's has some weird thing, for some reason, at night time, this part became half transparent, but the texture that's i use for it just a black color 16x16 without transparent, it's 100%. So, it's possible to fix this transparent at night time? maybe some pervertex color?
Re: Report Import/Export bugs here
@Oleg, after latest updates, when i export my car, L1 doesn't have Paint 1 prefix anymore.
i'm exported the L1 again, but via old zm3 build and L1 has the Paint 1 prefix. I hope you fix that as soon as possible
i'm exported the L1 again, but via old zm3 build and L1 has the Paint 1 prefix. I hope you fix that as soon as possible
Re: Report Import/Export bugs here
can you post more details on this? what is "paint 1" prefix and how is it related to "L1" ? may be a series of screenshots?
P.S. to your question regarding lights - the game has a precompiled lights somewhere in map files, so changing lights on a map or even on props (like streetlamps) will take effect at close distance only, when actual light is read/loaded from prop models. by going to a distance, the game reads "cached" lights info from some files that I have no idea of... I've seen this while testing streetlights.
P.S. to your question regarding lights - the game has a precompiled lights somewhere in map files, so changing lights on a map or even on props (like streetlamps) will take effect at close distance only, when actual light is read/loaded from prop models. by going to a distance, the game reads "cached" lights info from some files that I have no idea of... I've seen this while testing streetlights.
Re: Report Import/Export bugs here
@Oleg, https://pp.vk.me/c836125/v836125427/1df ... 4RZ_6k.jpg
when i replace gtarage.zmf in ZM folder with old one, there's no issusies with this material on LOD 1 of this model
when i replace gtarage.zmf in ZM folder with old one, there's no issusies with this material on LOD 1 of this model
Re: Report Import/Export bugs here
is this a stock model? can you send me .z3d or an original .yft file?
Re: Report Import/Export bugs here
@Oleg, no, it's not stock model
Re: Report Import/Export bugs here
@Oleg, thanks for new shaders!
btw, if i want to make empty .ydd (for map) and .yft (for map too), what i should to do? like the files consist only small geometry part and i want completely remove this geometry
btw, if i want to make empty .ydd (for map) and .yft (for map too), what i should to do? like the files consist only small geometry part and i want completely remove this geometry
Re: Report Import/Export bugs here
each entry inside .ydd file has it's hash value associated with part name. I don't know where these names are stored (the game should probably read them from some "placement and arrangement table" (*.ymap?). So, I can't say what names should be used (yup, you can specify any you like, but do not expect the game to load and use it).
the ydd file in zm would look like this
test -> group name -> .mesh [optionally + lights, optionally + .[COL])
where test is the target file, "group name" is a visual group name (single entry).
but again, YDD is just a collection of named YDR files packed into single file, the game will extract needed YDR entry from YDD given some loading and placement instructions.
the ydd file in zm would look like this
test -> group name -> .mesh [optionally + lights, optionally + .[COL])
where test is the target file, "group name" is a visual group name (single entry).
but again, YDD is just a collection of named YDR files packed into single file, the game will extract needed YDR entry from YDD given some loading and placement instructions.
Re: Report Import/Export bugs here
@Oleg, i just want to edit original .ydd to make it empty, sometimes it's work
Re: Report Import/Export bugs here
delete all polygons inside each .mesh except just one poly; then move vertices in snapping mode to reduce polygon to a single invisible dot.
not sure what "empty .ydd" might be need for. don't forget landscape .ydd files have .ybn collision associated with them, so in-game it might behave as old landscape even if you delete everything from .ydd files.
not sure what "empty .ydd" might be need for. don't forget landscape .ydd files have .ybn collision associated with them, so in-game it might behave as old landscape even if you delete everything from .ydd files.
Re: Report Import/Export bugs here
@Oleg, please take a look at "normal_terrain_wet" shader
you can found model with this shader here:
x64o.rpf\levels\gta5\_hills\cityhills_02\cityhills_02.rpf\ch2_lod3_s2b_children.ydd
you can found model with this shader here:
x64o.rpf\levels\gta5\_hills\cityhills_02\cityhills_02.rpf\ch2_lod3_s2b_children.ydd
Re: Report Import/Export bugs here
@Oleg, will be "normal_terrain_wet" shader available today?
Re: Report Import/Export bugs here
@Oleg, thanks a lot! Awesome! You the best!
Re: Report Import/Export bugs here
@Oleg, btw, in future perspective, .YBN Collisions is planned to be editable in ZM3?
Re: Report Import/Export bugs here
I think it is quite possible.
Re: Report Import/Export bugs here
@Oleg, will be very usefull for people like me, who didn't like 3ds max
Re: Report Import/Export bugs here
@Oleg, i have a problem, after reexport without any changes, it's look more dull
original https://pp.vk.me/c626127/v626127427/4e1 ... 2Hmv4s.jpg
reexported https://pp.vk.me/c626127/v626127427/4e1 ... Q92r8s.jpg
model located here x64o.rpf\levels\gta5\_hills\cityhills_02\ch2_03.rpf\ch2_03_sign.ydr
reexported model https://drive.google.com/file/d/0Bx3fCR ... sp=sharing
original https://pp.vk.me/c626127/v626127427/4e1 ... 2Hmv4s.jpg
reexported https://pp.vk.me/c626127/v626127427/4e1 ... Q92r8s.jpg
model located here x64o.rpf\levels\gta5\_hills\cityhills_02\ch2_03.rpf\ch2_03_sign.ydr
reexported model https://drive.google.com/file/d/0Bx3fCR ... sp=sharing
Re: Report Import/Export bugs here
and another problem, there's modded sign, hollywood instead of vinewood
but it's have bug with shadow, it's possible to fix?
https://drive.google.com/file/d/0Bx3fCR ... mszdW5rbVk
but it's have bug with shadow, it's possible to fix?
https://drive.google.com/file/d/0Bx3fCR ... mszdW5rbVk
Re: Report Import/Export bugs here
first issue looks like related to light sources. make a screenshot of parameters on one light, reimport and take a look, may be something has changed. also, try increasing range of light. Lights are not well-known, they might have same missing features.
shadow issue - looks like the problem relates to the model boundary. add extra cube boxes at the very minimum and maximum corners of scene (8 total) to increase "entire scene" boundary on each axis to about 2-5 meters... and make a test again. May be the model needs a boundary to be extended. Just a guess to the moment.
shadow issue - looks like the problem relates to the model boundary. add extra cube boxes at the very minimum and maximum corners of scene (8 total) to increase "entire scene" boundary on each axis to about 2-5 meters... and make a test again. May be the model needs a boundary to be extended. Just a guess to the moment.
Re: Report Import/Export bugs here
@Oleg, i just changed the color
https://pp.vk.me/c626127/v626127427/4e8 ... aADFeU.jpg
https://pp.vk.me/c626127/v626127427/4e8 ... aADFeU.jpg
Re: Report Import/Export bugs here
@Oleg, also, no difference with colors in game, it's the same white, like before ediitng
Re: Report Import/Export bugs here
the "before export" part is an import of original model? are there multiple light selected, as some properties are missing values?
Re: Report Import/Export bugs here
@Oleg, yep, it's origanal model, but with chanded the half of the mesh, but without any changes in light
no, only one light selected
no, only one light selected
Re: Report Import/Export bugs here
edited lights will take effect at the very close distance only.