Search found 7365 matches

by Oleg
Thu Apr 24, 2025 11:48 am
Forum: Grand Theft Auto V
Topic: LODs
Replies: 4
Views: 433

Re: LODs

if you make any changes in hierarchy, you have to update both model.yft file and model_hi.yft file. Perfectly, these should be exported from one scene as specified above and mind to export and put into the game both files each time you make changes.
by Oleg
Thu Apr 24, 2025 11:46 am
Forum: ZModeler2 General Discussion
Topic: Parts of the bumper is black
Replies: 2
Views: 6474

Re: Parts of the bumper is black

most likely the inner polygons are attached to the same vertices as the outer polygons. ZModeler can't compute the direction the vertices normals should be point to and (probably) points normals to the sideway. You can fix the issue by selecting the outer polygons of the bumper and detaching them; t...
by Oleg
Thu Apr 24, 2025 11:44 am
Forum: Tech support (forum, account, licenses)
Topic: Checking online loop
Replies: 1
Views: 122

Re: Checking online loop

Hello. This might happen on the very last day of license when license server thinks license can still run today, but your computer is in a different time zone and it has a "tomorrow" date on your computer already. You can purchase new license and install new license key in ZModeler, this i...
by Oleg
Wed Apr 23, 2025 10:58 pm
Forum: Grand Theft Auto V
Topic: LODs
Replies: 4
Views: 433

Re: LODs

Unlocking models is a bad idea on its own. Models are locked to prevent someone editing the models. Concerning the LODs in your question, I'm not quite sure what exactly is wrong or what do you mean there. You can manage LODs manually on every part. In particular, you can disassemble compound object...
by Oleg
Wed Apr 23, 2025 10:45 pm
Forum: Tech support (forum, account, licenses)
Topic: Payment issue
Replies: 1
Views: 175

Re: Payment issue

Hello.
Specify "Turkey" as your region and make a payment at BMT Micro website.
by Oleg
Wed Apr 23, 2025 11:47 am
Forum: Grand Theft Auto V
Topic: Converting tuning part to default spawn on vehicle
Replies: 4
Views: 607

Re: Converting tuning part to default spawn on vehicle

I haven't been modding any vehicle in depth, just tested original vehicles import/export so I can't be of much help on the subject. I suspect collision(s) or parts with collisions should be mentioned in metadata file? I remember the case when I deleted some extra_ part from the bike and game constan...
by Oleg
Wed Apr 23, 2025 3:32 am
Forum: ZModeler2 General Discussion
Topic: Questions about optimizing 3D models for GTA V export
Replies: 1
Views: 299

Re: Questions about optimizing 3D models for GTA V export

ZModeler is not a good choice for model optimization. If possible, model should be optimized in other packages and perfectly as a part of model creation workflow. If you have downloaded a model from some stock, you should pay attention to model's poly- and vertices count at the beginning. The game s...
by Oleg
Wed Apr 23, 2025 12:42 am
Forum: Grand Theft Auto V
Topic: Converting tuning part to default spawn on vehicle
Replies: 4
Views: 607

Re: Converting tuning part to default spawn on vehicle

Slice to parts is barely related to this subject. It's way harder to add parts into a model if you load it with no slice to parts (when you have a .mesh and a skeleton). So, "slice to parts" is likely to be toggled on. Mind, if you add/remove/sort parts in a model, you have to export both ...
by Oleg
Mon Apr 21, 2025 10:05 pm
Forum: Grand Theft Auto V
Topic: GTAV Enhanced: Import/Export support.
Replies: 7
Views: 2265

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...
by Oleg
Sun Apr 20, 2025 4:08 am
Forum: Grand Theft Auto V
Topic: Adding new textures to models
Replies: 5
Views: 961

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...
by Oleg
Sat Apr 19, 2025 8:46 am
Forum: Grand Theft Auto V
Topic: Adding new textures to models
Replies: 5
Views: 961

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.
by Oleg
Fri Apr 18, 2025 11:00 am
Forum: Grand Theft Auto V
Topic: Exporting file almost doubles vertex count
Replies: 7
Views: 1153

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...
by Oleg
Fri Apr 18, 2025 4:54 am
Forum: Grand Theft Auto V
Topic: Exporting file almost doubles vertex count
Replies: 7
Views: 1153

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.
by Oleg
Thu Apr 17, 2025 11:45 am
Forum: Grand Theft Auto V
Topic: Adding new textures to models
Replies: 5
Views: 961

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...
by Oleg
Thu Apr 17, 2025 11:43 am
Forum: Grand Theft Auto V
Topic: Collision problem
Replies: 1
Views: 429

Re: Collision problem

there was a very similar topic posted in past moths, may be you can search and check it.
by Oleg
Thu Apr 17, 2025 5:39 am
Forum: Grand Theft Auto V
Topic: Color painting
Replies: 3
Views: 469

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.
by Oleg
Wed Apr 16, 2025 11:38 pm
Forum: Grand Theft Auto
Topic: Zmodeler 2 Exporting Issue GTA IV
Replies: 1
Views: 498

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...
by Oleg
Wed Apr 16, 2025 11:28 pm
Forum: Grand Theft Auto V
Topic: Color painting
Replies: 3
Views: 469

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'...
by Oleg
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: 338

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...
by Oleg
Mon Apr 14, 2025 11:19 pm
Forum: Grand Theft Auto V
Topic: Exporting file almost doubles vertex count
Replies: 7
Views: 1153

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 ...
by Oleg
Mon Apr 14, 2025 1:32 am
Forum: Grand Theft Auto V
Topic: Exporting file almost doubles vertex count
Replies: 7
Views: 1153

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...
by Oleg
Mon Apr 14, 2025 1:27 am
Forum: Grand Theft Auto V
Topic: Window Tint Issue
Replies: 1
Views: 309

Re: Window Tint Issue

If I'm not mistaken, this is affected by per-vertex color or per-vertex alpha value.
by Oleg
Mon Apr 14, 2025 1:15 am
Forum: ZModeler2 General Discussion
Topic: Zmodeler 2 Error Message
Replies: 1
Views: 444

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...
by Oleg
Mon Apr 14, 2025 1:12 am
Forum: Tech support (forum, account, licenses)
Topic: Help
Replies: 1
Views: 314

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...
by Oleg
Sun Apr 13, 2025 4:11 am
Forum: Grand Theft Auto V
Topic: how to animate with bones
Replies: 1
Views: 300

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...