Report Import/Export bugs here
Re: Report Import/Export bugs here
your model geometry has excessive detail level for the game. you should optimize geometry significantly before using this model in game. Yet the game engine can handle it, but some PCs can suffer a performance drawback when several such a vehicles appear in a frame.
Re: Report Import/Export bugs here
Wow, thanks! So the problem turns out to be my old version of zmodeler. I have to install version 3.3.0 to open the model correctly?
Yes I will try to optimize the mesh to remove extra polygons.
Yes I will try to optimize the mesh to remove extra polygons.
-
- Posts: 4
- Joined: Sat Oct 08, 2022 11:55 pm
Re: Report Import/Export bugs here
i am having export issues where the collisions fail and the ped phases through car doors, the wheels are miss-aligned and the car is unable to drive.
i have done multiple tests, literally pulling a vanilla vehicle from the game files, importing and immediately exporting with absolutely no modifications, both the police3.yft and police3_hi.yft and the same issue persists.
re-rimporting the exact same model shows no issues on the hierachy.
never happened in my years if using zmodeler, guns and props are fine, only issue is on car exporting
https://imgur.com/7btlkSk
https://imgur.com/SwH84nx
i have done multiple tests, literally pulling a vanilla vehicle from the game files, importing and immediately exporting with absolutely no modifications, both the police3.yft and police3_hi.yft and the same issue persists.
re-rimporting the exact same model shows no issues on the hierachy.
never happened in my years if using zmodeler, guns and props are fine, only issue is on car exporting
https://imgur.com/7btlkSk
https://imgur.com/SwH84nx
Re: Report Import/Export bugs here
Do you have "Skeletal" option toggled on export? The first in-game shot (with wheels misplaced) looks like an export of "police_hi.yft" file only, when "police.yft" was left unchanged. Parts misplacement should certainly be not the case on export. Collision can suffer, this is a known issue. If you get the model exported properly (no misplaced objects) you can try fixing the collision with "double collision" method. It was described here on forum several times, search for details.
-
- Posts: 4
- Joined: Sat Oct 08, 2022 11:55 pm
Re: Report Import/Export bugs here
Skeletal has been disabled and i double check that on every export. i have tested the exports with both yft and _hi.yft on police, police3 and adder.
(just import and export, no alterations)
i get the same results. , re-importing them back into zmodeler, everything seems fine, no dummies out of place or anything?
(just import and export, no alterations)
i get the same results. , re-importing them back into zmodeler, everything seems fine, no dummies out of place or anything?
Re: Report Import/Export bugs here
what about turning Skeletal option on? does it make any changes in game?
-
- Posts: 4
- Joined: Sat Oct 08, 2022 11:55 pm
Re: Report Import/Export bugs here
that resolved it, seems like i got confused on the skeletal option between vehicles, guns and props. because skeletal messes with shadows on props.
Thanks for the help.
Thanks for the help.
-
- Posts: 3
- Joined: Wed May 29, 2024 12:29 pm
Re: Report Import/Export bugs here
Hi Oleg, I am trying to do the cloth physics with some of my peds that I previously created using blender and codewalker, sollumz. as they don't support cloth physics but zmodeler3 do and for my cloth physics niche I am trying to shift all of my ongoing work and previous works to zmodeler3 as I'm trying to upgrade and enhance my peds a little more by doing cloth physics on them, but the thing is that I can't import the peds directly into zmodeler3 that I have created in blender as zmod thinks they are corrupted , and as I have already spent a lot time creating those peds previously doing weight painting, facial rigging and stuff for all of them and I just really can't redo all that stuff for around 20-25 peds.
I have also created everything in the blender for all of my peds including the .cloth mesh having less than 255 vertices for each ped model which also took me a lot of time.
I tried exporting the fbx file of the peds with vertex groups from blender but after importing them in to zmod the skeleton get's messed up but the really good thing is that the vertex groups are just pretty accurate with the same names of my base yft armature but when I'm trying to link the mesh to the base yft skeleton the weight groups gets destroyed and new groups are assigned automatically.
Can you please suggest me a way so that I can import my weight painted 3d models into zmodeler3 and link my mesh to the base yft skeleton without the vertex groups getting reassigned automatically.
and is there a discord server or anything like that for zmodeler3 users that would be very helpful for a newcomer like me.
I have also created everything in the blender for all of my peds including the .cloth mesh having less than 255 vertices for each ped model which also took me a lot of time.
I tried exporting the fbx file of the peds with vertex groups from blender but after importing them in to zmod the skeleton get's messed up but the really good thing is that the vertex groups are just pretty accurate with the same names of my base yft armature but when I'm trying to link the mesh to the base yft skeleton the weight groups gets destroyed and new groups are assigned automatically.
Can you please suggest me a way so that I can import my weight painted 3d models into zmodeler3 and link my mesh to the base yft skeleton without the vertex groups getting reassigned automatically.
and is there a discord server or anything like that for zmodeler3 users that would be very helpful for a newcomer like me.
Last edited by FreakyFaiz on Fri Jun 07, 2024 9:23 am, edited 1 time in total.
-
- Posts: 3
- Joined: Wed May 29, 2024 12:29 pm
Re: Report Import/Export bugs here
Hii a quick update on this so I successfully transferred from rigging work from blender project now the problem I am getting is that the cloth object is getting glitched like this in this picture . I followed the tutorial step by step and did everything but ended up like this can you suggest me what could be the possible issuesFreakyFaiz wrote: ↑Sat Jun 01, 2024 6:19 am Hi Oleg, I am trying to do the cloth physics with some of my peds that I previously created using blender and codewalker, sollumz. as they don't support cloth physics but zmodeler3 do and for my cloth physics niche I am trying to shift all of my ongoing work and previous works to zmodeler3 as I'm trying to upgrade and enhance my peds a little more by doing cloth physics on them, but the thing is that I can't import the peds directly into zmodeler3 that I have created in blender as zmod thinks they are corrupted , and as I have already spent a lot time creating those peds previously doing weight painting, facial rigging and stuff for all of them and I just really can't redo all that stuff for around 20-25 peds.
I have also created everything in the blender for all of my peds including the .cloth mesh having less than 255 vertices for each ped model which also took me a lot of time.
I tried exporting the fbx file of the peds with vertex groups from blender but after importing them in to zmod the skeleton get's messed up but the really good thing is that the vertex groups are just pretty accurate with the same names of my base yft armature but when I'm trying to link the mesh to the base yft skeleton the weight groups gets destroyed and new groups are assigned automatically.
Can you please suggest me a way so that I can import my weight painted 3d models into zmodeler3 and link my mesh to the base yft skeleton without the vertex groups getting reassigned automatically.
and is there a discord server or anything like that for zmodeler3 users that would be very helpful for a newcomer like me.
Last edited by FreakyFaiz on Fri Jun 07, 2024 9:24 am, edited 1 time in total.
Re: Report Import/Export bugs here
Hello.
To your first original question: if your model imported from blender has a skeleton with proper bone names (and a mesh rigged to this skeleton properly), but the skeleton is bugged for some reason or just imperfect, you can load original game's skeleton from .yft file. You can assign good skeleton onto the model and have bones influence automatically remapped from old skeleton to new skeleton. This requires bone names to match. Bones location/hierarchy and their per-bone IDs could be different, the automatic "remapping" will take care of it. Automatic remapping is performed when you use Skeleton\Bind tool for the mesh->Skeleton pair while the mesh still has a different skeleton bind to it. Literally, omitting "Unbind" step will enable the "remapping" logic.
Back to your second question.
Make sure you assign ped_cloth shader onto cloth-geometry. This is the only shader that has cloth simulation code for vertices in it. Make sure to bind .cloth model to the skeleton too and assign rigging/bones influence onto .cloth vertices too. In most of cases, you assign rigging onto "static" points only, but it still worth to have proper rigging assigned onto the rest of cloth-control points, so the game can give some base animation to cloth before movement physics to control points will apply.
To your first original question: if your model imported from blender has a skeleton with proper bone names (and a mesh rigged to this skeleton properly), but the skeleton is bugged for some reason or just imperfect, you can load original game's skeleton from .yft file. You can assign good skeleton onto the model and have bones influence automatically remapped from old skeleton to new skeleton. This requires bone names to match. Bones location/hierarchy and their per-bone IDs could be different, the automatic "remapping" will take care of it. Automatic remapping is performed when you use Skeleton\Bind tool for the mesh->Skeleton pair while the mesh still has a different skeleton bind to it. Literally, omitting "Unbind" step will enable the "remapping" logic.
Back to your second question.
Make sure you assign ped_cloth shader onto cloth-geometry. This is the only shader that has cloth simulation code for vertices in it. Make sure to bind .cloth model to the skeleton too and assign rigging/bones influence onto .cloth vertices too. In most of cases, you assign rigging onto "static" points only, but it still worth to have proper rigging assigned onto the rest of cloth-control points, so the game can give some base animation to cloth before movement physics to control points will apply.
-
- Posts: 3
- Joined: Wed May 29, 2024 12:29 pm
Re: Report Import/Export bugs here
thanks for the reply and the info it really helped me very much to fix the issue
Re: Report Import/Export bugs here
ALright boys, any help on why in the world this truck looks 100% normal in zmodeler AND in OpenIV but then does this when it spawns out in game it does this? https://imgur.com/a/U5ETKye
Re: Report Import/Export bugs here
It looks like you have replaced the "vehicle_hi.yft" file only and left "vehicle.yft" unchanged. You need to export both files so changes are in sync in both files.
Re: Report Import/Export bugs here
problem solved, i had to reset my chassis to world lol WHOOPS
Re: Report Import/Export bugs here
I need help with import. I can't import anything, I've tried 3 different models and nothing works. I have a trial license and the latest version of zmodeler. Below I'm sending a link to a video of how it looks.
https://www.youtube.com/watch?v=Q26wOpl2q-I
https://www.youtube.com/watch?v=Q26wOpl2q-I
Re: Report Import/Export bugs here
The file you are trying to import is locked and can not be edited in ZModeler. This is a model protection option other users apply to exported files to prevent someone for touching or stealing their 3d content.
You should still be able to import vanilla game models. Or non-locked models downloaded from the web (which are a rare find).
You should still be able to import vanilla game models. Or non-locked models downloaded from the web (which are a rare find).
- Mentossini
- Posts: 27
- Joined: Mon Jan 13, 2020 1:34 pm
Re: Report Import/Export bugs here
When I try to import-export .yft prop with breaking glass, and then load it to the game - when trying to break the glass, the game will crashing (not glass). And the glass itself looks wrong. There is no shader configuration for glass_breakable?
x64h.rpf\levels\gta5\props\roadside\v_utility.rpf\prop_phonebox_04.yft prop for tests
x64h.rpf\levels\gta5\props\roadside\v_utility.rpf\prop_phonebox_04.yft prop for tests
Re: Report Import/Export bugs here
Hello @Oleg I have 2 questions:
1: The .ydr extension models I added to the game glow in the dark at night. Which setting should I use to fix it?
https://ibb.co/48v3K55
2: The rain is falling inside the building in the .ydr extension models I added to the game. Is there a way to fix this?
https://ibb.co/mDz8hvF
The material editor settings are like this.
https://ibb.co/fkjMxNM
1: The .ydr extension models I added to the game glow in the dark at night. Which setting should I use to fix it?
https://ibb.co/48v3K55
2: The rain is falling inside the building in the .ydr extension models I added to the game. Is there a way to fix this?
https://ibb.co/mDz8hvF
The material editor settings are like this.
https://ibb.co/fkjMxNM
Re: Report Import/Export bugs here
Hello. I have never edited any .ydr files (used to import/export some weapon models as a quick test only), so I don't have any clue on your questions. The night glow might be related to secondary per-vertex color: paint it black. The rain inside the building should be clipped with boundary or zones editing (just a guess). May be you can take a look at some original game model of the garage as a reference (and try it in world building - does it clip rain when you place the garage model on its own somewhere? if it does, then the rain clipping is a build-in feature of the .ydr model itself and you should examine it.
For example, vehicles has a plane/polygons the game "draws" to its internal frame buffers that disables water and splash effects (on boat's inner area. May be the rain clipping should have something like that?
For example, vehicles has a plane/polygons the game "draws" to its internal frame buffers that disables water and splash effects (on boat's inner area. May be the rain clipping should have something like that?
Re: Report Import/Export bugs here
Hello, good evening,
I'm trying to convert a .obj file to .ydd to put on a GTA Fivem server, but it's giving the following error, does anyone know how I can fix it, I've already searched the entire internet, on YouTube and all the forums , but I didn't find anything relevant
ERROR
Incorrect scene setup: can not locate nodes to export into .YDD file. file:gtarageexport.cpp line:317

I'm trying to convert a .obj file to .ydd to put on a GTA Fivem server, but it's giving the following error, does anyone know how I can fix it, I've already searched the entire internet, on YouTube and all the forums , but I didn't find anything relevant
ERROR
Incorrect scene setup: can not locate nodes to export into .YDD file. file:gtarageexport.cpp line:317

Re: Report Import/Export bugs here
hello.
you should watch some conversion videos first. You can't just import and export the part, quite a lot of things have to be done in order to prepare scene/model for proper export.
In particular, you can't export the model that is not rigged to the skeleton, it will not be animating with the player/ped in game.
you should watch some conversion videos first. You can't just import and export the part, quite a lot of things have to be done in order to prepare scene/model for proper export.
In particular, you can't export the model that is not rigged to the skeleton, it will not be animating with the player/ped in game.
Re: Report Import/Export bugs here
Why do my vehicle tires become invisible in the game after I export the yft file? The only thing I have changed is the window properties to have bullet proof glass. Nothing else was touched....
Re: Report Import/Export bugs here
import/export original model with no changes to see whether you get the same effect.
also, is the issue with the tire only or the entire wheel is not drawn in game. do you get skid marks on a road? can you shot the "invisible" tire and see/hear visual/sound FX in game?
also, is the issue with the tire only or the entire wheel is not drawn in game. do you get skid marks on a road? can you shot the "invisible" tire and see/hear visual/sound FX in game?
Re: Report Import/Export bugs here
Same affect when I import/export original model and make no changes. The entire wheel is not drawn I only see the brake pad moving, I do get skid marks on the road, can shoot the invisible tires and have them pop/burst when I drive and yes I hear see and hear the visual/sound FX on the invisible tires.Oleg wrote: ↑Sun Dec 22, 2024 2:36 am import/export original model with no changes to see whether you get the same effect.
also, is the issue with the tire only or the entire wheel is not drawn in game. do you get skid marks on a road? can you shot the "invisible" tire and see/hear visual/sound FX in game?
Re: Report Import/Export bugs here
import model back into ZModeler and take a screenshot of model's hierarchy. In particular, a branch with front-left wheel expanded. attach this screenshot here.