Search found 7350 matches
- Thu Apr 17, 2025 5:39 am
- Forum: Grand Theft Auto V
- Topic: Color painting
- Replies: 3
- Views: 35
Re: Color painting
open materials browser (and minimize it) so it tracks selection. Once you select something, "Scene Selection" branch will show a list of materials used in current selection.
- Wed Apr 16, 2025 11:38 pm
- Forum: Grand Theft Auto
- Topic: Zmodeler 2 Exporting Issue GTA IV
- Replies: 1
- Views: 15
Re: Zmodeler 2 Exporting Issue GTA IV
do you replace some model in game or add a new model? In most of cases, the issue is caused by wrong/missing parts in hierarchy - the game tries to configure a model with some parts and required parts are missing. Another reason is bad collision objects. It is preferable to start with modding vanill...
- Wed Apr 16, 2025 11:28 pm
- Forum: Grand Theft Auto V
- Topic: Color painting
- Replies: 3
- Views: 35
Re: Color painting
assign associated material onto selection. Material can be painted to secondary color in game if material has [PAINT:2] in material's name. You can assign material in material's browser by drag&dropping material onto "Scene selection" on the left side of Material's browser. If you don'...
- Wed Apr 16, 2025 10:27 am
- Forum: Grand Theft Auto V
- Topic: What is it and how can we use it?
- Replies: 1
- Views: 48
Re: What is it and how can we use it?
These options are not used on most of GTA shaders. Only emissive shaders can use these settings, but it should be set to "Affected by: DETAIL + Alpha". Mind, material settings in ZModeler are very flexible to have various effects and masking options on texture slots, but these settings are...
- Mon Apr 14, 2025 11:19 pm
- Forum: Grand Theft Auto V
- Topic: Exporting file almost doubles vertex count
- Replies: 4
- Views: 118
Re: Exporting file almost doubles vertex count
Well, this is a technical limitation actually. Geometry fragments in yft file are chopped to ~4K vertices bursts for parallel render in game engine. Your geometry object has a bad triangles ordering when triangles 1,2,3,4 are not a neighbors (sharing some common vertices), but are spread all around ...
- Mon Apr 14, 2025 1:32 am
- Forum: Grand Theft Auto V
- Topic: Exporting file almost doubles vertex count
- Replies: 4
- Views: 118
Re: Exporting file almost doubles vertex count
can you delete everything and leave just one "round thing" in scene. then test the export with just this small object. Does it suffer the same issue? if it does, send me your .z3d file, I'll take a look and tell what exactly is wrong. I assume the lowest screenshot is "before export&q...
- Mon Apr 14, 2025 1:27 am
- Forum: Grand Theft Auto V
- Topic: Window Tint Issue
- Replies: 1
- Views: 70
Re: Window Tint Issue
If I'm not mistaken, this is affected by per-vertex color or per-vertex alpha value.
- Mon Apr 14, 2025 1:15 am
- Forum: ZModeler2 General Discussion
- Topic: Zmodeler 2 Error Message
- Replies: 1
- Views: 92
Re: Zmodeler 2 Error Message
Hello. Most likely the importer has failed to read the file properly. I advise to use other intermediate format if possible. In particular, you can convert individual objects via "Wavefront .OBJ" format, as this one can cause less issues. However, .OBJ format can not retain per-vertex colo...
- Mon Apr 14, 2025 1:12 am
- Forum: Tech support (forum, account, licenses)
- Topic: Help
- Replies: 1
- Views: 61
Re: Help
You can reach me out via e-mail. Payments are processed either by PayPal or BMT Micro (depending on your region of payment). These are the destinations to reach for assistance, as I do not see any payment unless it was accepted and processed on PayPal or BMTMicro side. Any payment that was processed...
- Sun Apr 13, 2025 4:11 am
- Forum: Grand Theft Auto V
- Topic: how to animate with bones
- Replies: 1
- Views: 68
Re: how to animate with bones
I can't remind any tutorial on this specific subject. There were some rigging guides on suspension, these can apply to roof rigging too. In general, any rigging tutorial will apply. However, all vehicle's shaders are constrained to just one bone per vertex, so you can't make soft rigging when multip...
- Sat Apr 12, 2025 10:41 am
- Forum: Grand Theft Auto V
- Topic: Help with boat model creation
- Replies: 18
- Views: 427
Re: Help with boat model creation
I afraid this can't be changed.
- Sat Apr 12, 2025 10:26 am
- Forum: Tech support (forum, account, licenses)
- Topic: try get a new licenses and buy a a licenses
- Replies: 2
- Views: 59
Re: try get a new licenses and buy a a licenses
Hello. Your platform ID is on web account "Olaffidk". You can log in to this account and make a purchase on "Buy License" page. Then you can activate paid license for your platform ID. ZModeler on your computer is configured and should be able to download and install new license ...
- Wed Apr 09, 2025 9:00 am
- Forum: Grand Theft Auto V
- Topic: Black texture on logo
- Replies: 1
- Views: 80
Re: Black texture on logo
vehicle_badges shader requires bump/normal texture. You can assign standard "blank_normal" texture (can find it in vehshare.ytd package). Apply Surface\Normals\Calculate tool too.
- Wed Apr 09, 2025 8:58 am
- Forum: Grand Theft Auto V
- Topic: Help with boat model creation
- Replies: 18
- Views: 427
Re: Help with boat model creation
check where the local axes of your collisions volumes are. If I'm not mistaken, they are used as "center of mass".
Also, an entire model's location on Y axis relative to 0 point might be important too.
Also, an entire model's location on Y axis relative to 0 point might be important too.
- Mon Apr 07, 2025 10:29 pm
- Forum: Grand Theft Auto V
- Topic: How to combine brakelight and taillight together
- Replies: 4
- Views: 1934
Re: How to combine brakelight and taillight together
if there is a vanilla car that does this, you can take a look on that car.
I guess this is an overlapping polygons - one with per-polygon ID for taillights and another with ID for brakelights.
I guess this is an overlapping polygons - one with per-polygon ID for taillights and another with ID for brakelights.
- Sun Apr 06, 2025 10:20 pm
- Forum: Grand Theft Auto V
- Topic: Window Pureblack
- Replies: 2
- Views: 110
Re: Window Pureblack
check the per-vertex color and per-vertex alpha on your model and on vanilla model. vehglass shader has some code related to per-vertex color, so you should respect these settings. If I'm not mistaken, per-vertex alpha is used for tint color upgrade (so game determines whether this is a tinted winds...
- Sun Apr 06, 2025 3:18 am
- Forum: Grand Theft Auto V
- Topic: The problem with importing any car
- Replies: 7
- Views: 16385
Re: The problem with importing any car
you do not need "end.dds" texture at all. Any material that has an environment mapping can be used with no environment texture assigned. There is no "env.dds" texture in game too, as the game will automatically assign light-probe textures as reflection onto the model; these light...
- Sun Apr 06, 2025 2:16 am
- Forum: Grand Theft Auto V
- Topic: Help with boat model creation
- Replies: 18
- Views: 427
Re: Help with boat model creation
You should assign user-defined property on collision object: Mass and specify mass in kilo. Every polygon of geometry collision object should have a "surface type" assigned. You can use "GTA5 Options" window in properties page to do this. Also, an object should have some options ...
- Sat Apr 05, 2025 9:57 pm
- Forum: Grand Theft Auto V
- Topic: Texure repeating
- Replies: 8
- Views: 328
Re: Texure repeating
a logo should not be a separate object (currently it is). you should use Modify\Attach tool to attach it to existing part (e.g. trunk). Attach tool does not work in Selected mode, so deselect object first. You can hide unnecessary objects to make it easier to pick/hover objects in viewports. all the...
- Sat Apr 05, 2025 10:56 am
- Forum: Grand Theft Auto V
- Topic: wheels flying
- Replies: 17
- Views: 22778
Re: wheels flying
there is no a magic fix for the issue. it's up to you to keep trying different things, it might work eventually. I would bet on using COLs from vanilla model and applying just vertices move/reposition to make shape match your needs. In most of cases, original collisions do work on export. If certain...
- Sat Apr 05, 2025 10:53 am
- Forum: Grand Theft Auto V
- Topic: Texure repeating
- Replies: 8
- Views: 328
Re: Texure repeating
1. create\surface\flat with 1 row 1 col 2. assign material with this logo texture onto newly-created object. It is expected to have a proper mapping upon creation, so no changes in uv mapping (texture stretching over the mesh) 3. attach this object to chassis or bodyshell. (or to truck if it's a par...
- Sat Apr 05, 2025 7:39 am
- Forum: Grand Theft Auto V
- Topic: Texure repeating
- Replies: 8
- Views: 328
Re: Texure repeating
the model in _hi file is a hi-resolution model that is shown at close range. The model in regular file is a general model setup (hierarchy, collisions etc.) and a low-res geometry. You should probably make changes in a hi-res model. Mind, you can't add/remove/sort parts in hierarchy. If you do, then...
- Sat Apr 05, 2025 6:18 am
- Forum: Grand Theft Auto V
- Topic: Texure repeating
- Replies: 8
- Views: 328
Re: Texure repeating
Edit object in UV Mapper so it matches the texture square. This will stretch the entire texture over the object in 3D view with no repeating.
- Sat Apr 05, 2025 4:01 am
- Forum: Grand Theft Auto V
- Topic: Help with boat model creation
- Replies: 18
- Views: 427
Re: Help with boat model creation
Also, some collisions might have open edges and be made as a set of polygons. In most of cases, this type of collision has "Deformable" option toggled off in properties on Mesh->Vertices->Format. This type of collision is allowed to have open edges as it is stored and works in a different ...
- Sat Apr 05, 2025 3:59 am
- Forum: Grand Theft Auto V
- Topic: Help with boat model creation
- Replies: 18
- Views: 427
Re: Help with boat model creation
no, this will not work 100%. collision should be very low-poly, as it has a heavy computations involved inside including affection of one vertex to its neighbors in chain. if you have 100+ vertices, an impact on vertex will has thousands of computations traversed from one vertex to another increasin...