GTAV Enhanced: Import/Export support.

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Oleg
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GTAV Enhanced: Import/Export support.

Post by Oleg »

GTAV: Enhanced version Import/Export is available

The Enhanced version runs on DX12 and has a major rendering code changes update under the hood. The game has got an optimization with the features DX12 offers, including a lot of parallel rendering and computations. Given that, the new game's engine requires geometry content to be updated. This includes geometry models and texture packages.

Game's shader names are generally the same and have some internal structure changes only. This should give no impact on your models saved as .z3d files, you should be able to export them to GTAV Enhanced with no or minimum changes in ZModeler. I do not include an update of configuration script yet (the "button with gears" in materials browser), as I expect the current configurations to work fine. Yet some parameters are different and you can specify them in user-defined options. You can see the parameters list and their values upon importing vanilla game models. As before, parameter value specified in user-defined options will override the value evaluated by exporter.

The exporter requires you to specify the version explicitly. You can pick it in Export window's options area as one of drop-down selection on "Version" row: either "Legacy" or "Enhanced". Currently, ZModeler does not show any info on import whether the model you've selected a Legacy or an Enhanced one, but you can check the file version in OpenIV upon adding it into .rpf file. To the moment, OpenIV was not updated to Enhanced version and will not preview the .yft, .ydd, .ydr models from Enhanced version, so you can use this as an indication of the model version too.

I have tested only one model in game, and some game shaders are still need to be updated. If you keep getting "No shader configuration found for shader ****" on import, you can report in this topic where this error occurs - specify the missing shader name and the model file name you've got this error on.

Most of general-purpose (scenery objects) shaders and ped/player shaders were not ported yet, so to the moment you should be able to import/export vehicle models (including boats, planes etc.)

Changes to pay attention to
So far, the only difference in shaders found is an absence of some masking shaders like "vehicle_nowater" and "vehicle_nosplash". Instead, these masking options are added to any other shader. An importer will put these masking options onto material name. For example,

Legacy version: Name: "My material" Adapt: vehicle_nowater
Enhanced version: Name: "My material [NOWATER]" Adapt: vehicle_paint1

Note, the game will not render geometry (regardless of adaptation name specified) when "NOWATER" or "NOSPLASH" option name is given. This geometry will be drawn by game engine for masking-out visual effects only. Also, you can not combine these effects, you need two materials created - one for "NOWATER" masking and another for "NOSPLASH" mask.

Also, game engine supports most of modern texture formats, but ZModeler3 runs on DX11 engine. You are limited to the usage of DX11-compatible textures currently. You can use modern BC7 for transparent textures and BC5U, BC3n for normal maps.

You can use OpenRPF hook to make game load modified .rpf files from "mods" folder. This one works just fine with non-encrypted .rpf files created by current OpenIV version (use it instead of ASI Loader and OpenIV ASI plugins). Also, ScriptHook was updated recently, so ASI plugins like trainers are also available.

YTD Texture packages upgrade/conversion to/from Enhanced version
To the moment, OpenIV was not upgraded and does not handle .ytd texture packages from Enhanced version. To upgrade your textures, you can use ZModeler's exporter new option "Recreate YTD". When enabled, the texture package is create on export if any texture from this package is used in exported model's material. The texture package is composed out of all textures that are assigned to the given texture container in Textures Browser. When texture container name is among the "Preload texture packs" set (the one you can adjust on import), this texture package will not get created. For example, standard texture package like "vehshare.ytd" will not be created as long as it is listed in "Preload texture packs":
Screenshot 2025-03-30 214108.png
It is remarkable, that you don't need to add vehicle's private texture package into preload textures pack list. ZModeler automatically tries to load .ytd texture package that matches the name of the file you are importing. Also, it tries to load "filename+hi.ytd" texture package too, so this should not be added into preload list. I have seen a plenty of videos where users add every model's .ytd file into preload list, this is a wrong scenario and should not be used. Only common/shared texture packages should be added into preload list. Note, you can put other texture packages into the same folder ans specify "All *.ytd and selected below" to let importer preload all ytd in current folder. This is a recommended option, so importer preloads shared texture packages like "vehshare.ytd" from some specific folder you have (file added into preload packs list), and all other .ytd files in current folder.

Download or update.
The update is available via automatic updates. The direct download of ZModeler3 package might include a version of filter that is not up to date.
DessieJerde
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Re: GTAV Enhanced: Import/Export support.

Post by DessieJerde »

Does OpenIV fully support the Enhanced version?
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Oleg
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Re: GTAV Enhanced: Import/Export support.

Post by Oleg »

OpenIV can unpack/pack .rpf files. Unfortunately, .ytd packages has changed too, so vehicle's texture pack need to be repacked in Enhanced format. That's what OpenIV currently does not.
roscoehussein92
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Re: GTAV Enhanced: Import/Export support.

Post by roscoehussein92 »

Can you use enhanced ytd with the new codewalker??
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Oleg
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Re: GTAV Enhanced: Import/Export support.

Post by Oleg »

If I'm not mistaken, new Codewalker can repack .ytd files both in Enhanced and Legacy version. So, you can use it for either version and for conversion.

I still hope OpenIV is updated in a timely manner. At least in terms of .ytd support as it has very minor changes there.
Aquaphobic
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Re: GTAV Enhanced: Import/Export support.

Post by Aquaphobic »

Hello, so I've tried testing the Enhanced export on a vanilla car, and I had problems with the Dilettante with which I tested;

>When exporting it with the Recreate YTD option, ingame the car would spawn with missing headlight and taillight glass, as well as missing dial texture (the script_rt texture specifically).
>When exporting it without recreating the YTD (so just the YFTs), the dial texture is still missing.

I've tried adding the dial texture thru preloading the YTD it was in, as well as in the dilettante.ytd itself, but the texture would still fail to appear ingame, and only the original version of the YFTs would have the dial texture. Any ideas?
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Oleg
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Re: GTAV Enhanced: Import/Export support.

Post by Oleg »

The Recreate .YTD options allows to create Enhanced version of .ytd files when you don't have it (e.g. exporting custom model). Where are "missing" textures located in both scenarios? Any of these is embedded (and doesn't work)? Any of these are repacked to .ytd file and fails to work in game? I have tested buffalo2 model only and it comes with no embedded textures and a properly pre-created .ytd file (both original and re-created .ytd files work fine to me - it has the badges and head/tail-lights textures).

Edit: I have uploaded an update. It is related to vehicle_dashemissive shader and the way the "script_rt_dials" texture is stored. Tested on buffalo2 model with re-created "vehicle_poltax_interior.ytd" package (the one with "script_rt_dials" texture) and it works fine. Let me know the result on your vehicle model.
Aquaphobic
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Re: GTAV Enhanced: Import/Export support.

Post by Aquaphobic »

The update has fixed the issues, and so far has no further issues on other models that I have tested, at least for when they work and don't cause an immediate crash.
Smooth01
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Re: GTAV Enhanced: Import/Export support.

Post by Smooth01 »

Hey when ever I edit vanilla vehicle removing bumper for example whenever I export and put back in game it crashes at loading screen instantly whats up? Is zmodeler not fully compatible with enhanced yet?
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Oleg
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Re: GTAV Enhanced: Import/Export support.

Post by Oleg »

most likely the changes you make cause the game to crash. Try importing and exporting with no changes to see whether it crashes the game or not. I had no issue testing vanilla buffalo2 model. Mind, you can't just "delete a part" especially if this part has a collision. Model's parts are also configured in metadata file that must reflect the contents of the .yft model file. On some mismatch the game will not give you a hint or an error report, it will crash.
Smooth01
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Re: GTAV Enhanced: Import/Export support.

Post by Smooth01 »

nvm I figured out the issue I was using social club launcher instead of the steam version with steam you can delete the cahce.rpf and the game wont update itself like rockstar launcher does followed a tutorial on modding cars into game and worked flawless I was able to get what I wanted with any vehicle...Appreciate the reply!!.
Calvooo86
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Re: GTAV Enhanced: Import/Export support.

Post by Calvooo86 »

Hy,
Im having issues with some vehicle models from Legacy to Enhanced. In Legacy they work fine, but when Im try to use them in Enhanced game crash when I try entering vehicle or have missing collisions.
My method is: import Legacy model into Zmod and export it as Enhanced with no changes to the model.
I also try with Codewalker using export and improt as XML, but still no luck.
Any idea why Im having issues?
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Oleg
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Re: GTAV Enhanced: Import/Export support.

Post by Oleg »

if you don't remove any part and make a clean export with no changes, does this work in game? a quick Codewalker touch with export to XML and back to .yft makes no difference, still crash in game? Have you tried vanilla game's models, do they work after export to Enhanced version?

There was a recent changes on how models are packed in .yft files that could affect the game (tested buffalo2 model only), and I can't be sure whether this is related to the issue or not. However, these code changes are identical for Enhanced and Legacy version - so either both exports should be OK or both exports should cause game crash (at least as far as I see what this could be leading to).
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