Search found 7357 matches
- Mon Apr 21, 2025 10:05 pm
- Forum: Grand Theft Auto V
- Topic: GTAV Enhanced: Import/Export support.
- Replies: 6
- Views: 1122
Re: GTAV Enhanced: Import/Export support.
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 g...
- Sun Apr 20, 2025 4:08 am
- Forum: Grand Theft Auto V
- Topic: Adding new textures to models
- Replies: 5
- Views: 116
Re: Adding new textures to models
The texture is not something you can put on a model with a couple of clicks. If the model is not identical, the model have to be "mapped" onto texture. Literally, every surface fragment of the model must be laid on a some piece of 2D texture area so it uses this texture fragment on a geome...
- Sat Apr 19, 2025 8:46 am
- Forum: Grand Theft Auto V
- Topic: Adding new textures to models
- Replies: 5
- Views: 116
Re: Adding new textures to models
Once the model is imported and its textures are loaded, you can save individual textures as .dds files on a hard drive. But I'm not quite sure this is what you were asking for. The term "would that work?" doesn't give a sense on what are you trying to get as a result.
- Fri Apr 18, 2025 11:00 am
- Forum: Grand Theft Auto V
- Topic: Exporting file almost doubles vertex count
- Replies: 7
- Views: 193
Re: Exporting file almost doubles vertex count
by the way, I have used your model recently to test the update of the exporter code in context of vertices/polygons count. A well-known 16Mb file limit was in a scope of my interest. After some time and tests I was able to run a 1.2mil vertices (1 mil triangles) model in game. (cloned detailed conta...
- Fri Apr 18, 2025 4:54 am
- Forum: Grand Theft Auto V
- Topic: Exporting file almost doubles vertex count
- Replies: 7
- Views: 193
Re: Exporting file almost doubles vertex count
same here. it took me about 4-5 times to export various fragments of the model before I found what exactly is wrong.
- Thu Apr 17, 2025 11:45 am
- Forum: Grand Theft Auto V
- Topic: Adding new textures to models
- Replies: 5
- Views: 116
Re: Adding new textures to models
unless model in actually skinned, you can't just "add new texture". Skins are configured in vehicle's metadata file. However, the changing livery (like on util trucks or ADs on van models) are always made as surface objects (extra_1, extra_2, etc.) and game spawns a vehicle with just one o...
- Thu Apr 17, 2025 11:43 am
- Forum: Grand Theft Auto V
- Topic: Collision problem
- Replies: 1
- Views: 61
Re: Collision problem
there was a very similar topic posted in past moths, may be you can search and check it.
- Thu Apr 17, 2025 5:39 am
- Forum: Grand Theft Auto V
- Topic: Color painting
- Replies: 3
- Views: 88
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: 67
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: 88
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: 79
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: 7
- Views: 193
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: 7
- Views: 193
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: 90
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: 161
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: 77
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: 92
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: 492
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: 80
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: 94
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: 492
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: 1951
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: 115
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: 8
- Views: 16410
Re: The problem with importing any car
you do not need "env.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: 492
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 ...