Report Import/Export bugs here

GTA:V Modding with ZModeler3 discussion.
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

DDS textures are loaded by native DX9 utils library and (even if) loaded BC7 texture will fail to render in DX9 drivers I guess. However, it might be possible to read these textures and load as raw unpacked RGBA textures into ZModeler. In such a case you will be able to manage materials and see texture on a model in ZModeler, but you will be unable to use Store Texture / Embedded Texture feature on these textures when exporting models. Storing these textures externally in .ytd files in BC7 format might work fine in game.
_Vlad_
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Re: Report Import/Export bugs here

Post by _Vlad_ »

@Oleg, do you have any idea why model isn't showing in the game after adding a spining bone ? It's map model, ydr.
I used sc1_21_gas.ydr as reference. I'm trying to add it to hw1_01_b.
Image
this thing is rotating in the game, it's use ycd animation. it's defined in ytyp.
But if i just use same hierarchy as sc1_21_gas.ydr for hw1_01_b.ydr its not showing anymore in the game.
I got similar bug with ss1_10_ss1_emissive_slod_children.ydd, but it's just not working after any edit, not showing in the game. When i used GIMS for it i got this ydd showing in the game.
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

the file need to be checked up against an original to find missing data. please remind me this issue when zmod 3.2 get released (quite soon), I'll be able to take care of these tasks then.
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Gta5KoRn
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Re: Report Import/Export bugs here

Post by Gta5KoRn »

Is this possible to copy the material, so the copy appears near the original material, not on the bottom of all materials? or a fast method to move it under a certain material? because to drag and move in on the top is not that handy, when there are 100 materials...
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

quite possible to include in next update.

Edit: tested, works fine, will be included in next update.
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Gta5KoRn
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Re: Report Import/Export bugs here

Post by Gta5KoRn »

an old bug on detail2 shader, i wonder if its possible to fix?
the Normal map appears doubled: https://imgur.com/a/rwJXr
diffuse and spec textures are simple grey textures. Normal map is on UV#2 copied from Uv#1.
the correct mapping should be the bigger rombs, but there are small rombs too :/
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

detail2 shader uses "detailSettings" user-defined parameter. if it is available, it will suppress settings of uv-mapping on bumpmap slot. By default, bumpmap will use UV#2 tiled with respect to TileU and TileV options, unless "detailSettings" specifies explicitly different values.
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Gta5KoRn
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Re: Report Import/Export bugs here

Post by Gta5KoRn »

what exactly should i do, to have correct normalmap? i dont have "detailSettings" in user-defined parameter. Vanilla cars dont have it too
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

change TileU, TileV in BUMPMAP slot and check the result in game.
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Gta5KoRn
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Re: Report Import/Export bugs here

Post by Gta5KoRn »

i tried for 1 hour different values, but cant find correct one :/
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

to my observation, detailSettings parameter is made of 4 values, first pair is a sort of "strength" and the second pair seems like tiling/scale. You can explicitly set this parameter in user-defined options to suppress zmodeler-generated values.

Also, if I'm not mistaken, the "detail2" shader uses its own logic to simulate uv layout of "detail" layer. It might not use the explicit UV map on UV#1 or UV#2. The main idea of this shader is to add "micro detail" effect (plastic/skin/fabric texture) that does not require unwrapped uv layout. this is my guess still.

So, considering your case, you need an explicit uv-mapping of texture and detail2 might be a bad choice here.
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Gta5KoRn
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Re: Report Import/Export bugs here

Post by Gta5KoRn »

i tried detailSettings parameter, but after reimport it isnt there more. i tried with value - 1 too. Or should i write something else in Value section?
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Re: Report Import/Export bugs here

Post by _Vlad_ »

@Oleg, pls add shader configuration for "normal_spec_cutout_tnt".
model with that shader here x64i.rpf\levels\gta5\_citye\downtown_01\dt1_11.rpf\dt1_11_dt1_plaza.ydr
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

Gta5KoRn wrote:i tried detailSettings parameter, but after reimport it isnt there more. i tried with value - 1 too. Or should i write something else in Value section?
four comma-separated values. e.g.
4,4,9,9
where "4" is a strength, 9 is scaling/tiling in my consideration.
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Gta5KoRn
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Re: Report Import/Export bugs here

Post by Gta5KoRn »

is this correct in this way? https://imgur.com/a/dWgJX
after reimport, this parameter isnt there more. and no changes in game
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Gta5KoRn
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Re: Report Import/Export bugs here

Post by Gta5KoRn »

something goes wrong with the YDR files after reexporting. The shadows are "jumping around" in the game. i just changed the embedded textures in the prop_premier_fence_01.ydr and then the bug appears. Any way to fix?

edit: even without any changes, after reexporting the shadow bug appears

edit 2: just found a fix. 'Skeletal' needs to be deactivated on export settings.
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

_Vlad_ wrote:@Oleg, do you have any idea why model isn't showing in the game after adding a spining bone ? It's map model, ydr.
I used sc1_21_gas.ydr as reference. I'm trying to add it to hw1_01_b.
Image
this thing is rotating in the game, it's use ycd animation. it's defined in ytyp.
But if i just use same hierarchy as sc1_21_gas.ydr for hw1_01_b.ydr its not showing anymore in the game.
I got similar bug with ss1_10_ss1_emissive_slod_children.ydd, but it's just not working after any edit, not showing in the game. When i used GIMS for it i got this ydd showing in the game.
can you specify me where these models are located on map in game? (with screenshots of map).
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Gta5KoRn
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Re: Report Import/Export bugs here

Post by Gta5KoRn »

where can i find the free form deformer tool in ZM3?
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

there is no one.
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Gta5KoRn
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Re: Report Import/Export bugs here

Post by Gta5KoRn »

hmm ok, is there another method to deform, like in zm2 with FFD?
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Re: Report Import/Export bugs here

Post by _Vlad_ »

Oleg wrote:
_Vlad_ wrote:@Oleg, do you have any idea why model isn't showing in the game after adding a spining bone ? It's map model, ydr.
I used sc1_21_gas.ydr as reference. I'm trying to add it to hw1_01_b.
Image
this thing is rotating in the game, it's use ycd animation. it's defined in ytyp.
But if i just use same hierarchy as sc1_21_gas.ydr for hw1_01_b.ydr its not showing anymore in the game.
I got similar bug with ss1_10_ss1_emissive_slod_children.ydd, but it's just not working after any edit, not showing in the game. When i used GIMS for it i got this ydd showing in the game.
can you specify me where these models are located on map in game? (with screenshots of map).
Sure! it's located pretty close to franklin aunt house
https://pp.userapi.com/c841529/v8415297 ... G4uHNA.jpg
https://pp.userapi.com/c841529/v8415297 ... bHPlKI.jpg
https://pp.userapi.com/c841529/v8415297 ... U9MSRw.jpg
https://pp.userapi.com/c841529/v8415297 ... ehVf5A.jpg
matt4312
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Re: Report Import/Export bugs here

Post by matt4312 »

I know this is a problem possibly with an exsternal program however. I am using FiveM and I have uploaded my models to a server. Upon the recent update some of my cars are appering with this message:

https://gyazo.com/baeb8966a2780c72cc2d1b1e2a0cc49d

What I would like to know is if anyone knows what this error is refering to and how I would go about fixing it on the model. Obviosuly I do know that what an exsternal program does is out of your control however I am looking for understanding of the error and wanted to know if anyone knows anything about it on here.

Tbh any information at this point would help...
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

send me your .z3d or. yft file, I'll check the mode physics from "ZModeler's point of view". I see a lot of reports or this kind "Poly 0 refers to..." and feel like FiveM reads physics data in a different manner.
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

collision on chassis (58 vertices, correct)

Code: Select all

            Collision type 8: 2.838723, Z1:Ok, Z2:Ok
              BMin.w: 2
              BVH collision: [-1, 0], Z: Ok, Ok
                 Shape collision 58 points, 112 facets;
                 Facets: 
         {.3, .25, .16}, 0.244000, type: 74  //Poly #0
         {.10, .25, .3}, 0.244045, type: 74  //Poly #1

and you have two geometries on chassis COL grouped, the second one is:

Code: Select all

            Collision type 4: 2.838723, Z1:Ok, Z2:Ok
              BMin.w: 2
               Shape collisionon 58 points, 112 facets;
               Facets: 
         {.29, *19, *24}, 0.156126, type: 8e  // Poly #0
         {.23, *19, *29}, 0.175755, type: 8e  // Poly #1
I actually don't see anything that could mislead FiveM validator to "Poly 0 refers to vertex index 88". Will research this case a little bit more.
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Re: Report Import/Export bugs here

Post by matt4312 »

Thanks for looking into it for me,

Is it just my chassis collision that is making it crash then or don't you know at the moment?
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