Search found 14 matches

by apbnetwork
Wed Dec 18, 2019 6:53 am
Forum: Grand Theft Auto V
Topic: .yft prop breaks on export
Replies: 12
Views: 6020

Re: .yft prop breaks on export

Any update on this? Would love to know if there's anything that could be done or is being done regarding this.
by apbnetwork
Fri Nov 29, 2019 9:58 am
Forum: Grand Theft Auto V
Topic: .yft prop breaks on export
Replies: 12
Views: 6020

Re: .yft prop breaks on export

Hey again Oleg, Attached is the .zip folder with all of the files and information you've requested. Please note that I've also attached a text file containing all of the notable changes and difference between the two props that I've found while looking through the yft data: https://www.dropbox.com/s...
by apbnetwork
Fri Nov 29, 2019 6:57 am
Forum: Grand Theft Auto V
Topic: .yft prop breaks on export
Replies: 12
Views: 6020

Re: .yft prop breaks on export

Hi Oleg, Thank you for your reply and explanations you've provided regarding DataCRC and Mesh divisions. Really appreciate the information you've shared there. I was hoping one of these findings would have been the cause for this behaviour, resulting us in figuring out a way to solve this collisions...
by apbnetwork
Mon Nov 18, 2019 10:42 am
Forum: Grand Theft Auto V
Topic: .yft prop breaks on export
Replies: 12
Views: 6020

Re: .yft prop breaks on export

It looks like by unticking the "Skeletal" option during export, ZModeler respects the divided mesh as the original prop had it intended.

The collision behaviour, however, still gives out the same broken result. Not sure what can be done to fix this so it works the same as the original.
by apbnetwork
Mon Nov 18, 2019 10:25 am
Forum: Grand Theft Auto V
Topic: .yft prop breaks on export
Replies: 12
Views: 6020

Re: .yft prop breaks on export

Update, ZModeler may be breaking a lot more than I originally thought. On the left is the original windmill prop as viewed inside CodeWalker, on the right is the same prop after being exported by ZModeler with no changes applied to it. https://cdn.discordapp.com/attachments/522607925844377605/646081...
by apbnetwork
Mon Nov 18, 2019 8:39 am
Forum: Grand Theft Auto V
Topic: .yft prop breaks on export
Replies: 12
Views: 6020

.yft prop breaks on export

Hi, I was looking into editing a fragment object (.yft), most specifically: "prop_windmill_01" until I came across an issue. Once I used ZModeler to import and export the prop with no changes applied, the newly exported prop didn't behave as the original one in-game. The original windmill'...
by apbnetwork
Tue Jul 16, 2019 4:28 am
Forum: Grand Theft Auto V
Topic: Texture tiling question
Replies: 1
Views: 1461

Texture tiling question

Hi, Is there a way to UV map a diffuse texture separately from its normal texture? I'd like to move an element on the diffuse texture to a different spot but keep it in its original position on the normal texture. Whenever I try to do that, the element moves across both textures simultaneously. Is t...
by apbnetwork
Mon Jun 17, 2019 12:36 pm
Forum: Grand Theft Auto V
Topic: [SOLVED] Collision problem
Replies: 44
Views: 23904

Re: [SOLVED] Collision problem

Hi, I just found out that this specific problem is still present when editing the model of the Cargo Plane (cargoplane.yft and cargoplane_hi.yft). Oleg, would you mind looking into this? In order to reproduce the issue, all you need to do is simply import and export the model and then spawn it into ...
by apbnetwork
Mon May 27, 2019 1:09 am
Forum: Grand Theft Auto V
Topic: Blending lookup masks on terrain?
Replies: 1
Views: 1465

Blending lookup masks on terrain?

Hi there, I hope I'm not reaching too far with this question, but I've just found out that blending multiple lookup masks assigned to multiple different materials is possible? I honestly had no idea, and I would love to find out how to do this in Zmodeler. Here's an image showing this specific examp...
by apbnetwork
Wed May 15, 2019 3:33 am
Forum: Grand Theft Auto V
Topic: Missing shader configuration
Replies: 1
Views: 1714

Missing shader configuration

Hi there, So, there's quite a few terrain shaders that Rockstar uses across the game for many different variations of terrains, but zModeler seems to not recognize a bunch of them. This is the one I specifically need: "terrain_cb_w_4lyr_2tex_blend", and when exporting the model using said ...
by apbnetwork
Mon Apr 29, 2019 12:40 pm
Forum: Grand Theft Auto V
Topic: Texture transitioning question
Replies: 7
Views: 5023

Re: Texture transitioning question

Hey Oleg, Finally found the source of the issue. This whole time, I was forgetting to set the secondary vertex color slot on the red channel to 0. Doing so got rid of the blackness. Thank you for your help, I wouldn't have known where to look without the tips and advices you've provided me. Apprecia...
by apbnetwork
Sun Apr 28, 2019 5:02 pm
Forum: Grand Theft Auto V
Topic: Texture transitioning question
Replies: 7
Views: 5023

Re: Texture transitioning question

Hi again Oleg, I've tried literally everything, I've completely run out of ideas. :( Exporting R*'s prop is the only way the textures show up properly and I have no idea why. No matter what I'd do to the original terrain model, it still shows the textures. I've tried applying its material and textur...
by apbnetwork
Sun Apr 28, 2019 11:27 am
Forum: Grand Theft Auto V
Topic: Texture transitioning question
Replies: 7
Views: 5023

Re: Texture transitioning question

Hi Oleg, Thank you so much for your help, everything you've listed so far has helped me create perfect texture transitions on terrain props. I went by the method of using the MASKMAP in UV#2 as it seemed a lot easier rather than painting pre-vertex color channels. It all came out really well in the ...
by apbnetwork
Thu Apr 25, 2019 6:08 am
Forum: Grand Theft Auto V
Topic: Texture transitioning question
Replies: 7
Views: 5023

Texture transitioning question

Hi,

Can anybody tell me if it's possible to smoothen a transition from one material/texture to another?

Example below:
Image