Search found 7173 matches
- Sat Aug 11, 2018 11:23 am
- Forum: Grand Theft Auto V
- Topic: GTA V character (Player, NPC) modding
- Replies: 1110
- Views: 554306
Re: GTA V character (Player, NPC) modding
If you keep all components (and reduce polygon on .mesh objects) and this makes model to appear in game, it could be pointing to bad "Base" value in user-defined options. Older versions of ZMod had something to do with components order inside .ydd, if you run the latest copy, this is not y...
- Sat Aug 11, 2018 10:35 am
- Forum: Grand Theft Auto V
- Topic: GTA V character (Player, NPC) modding
- Replies: 1110
- Views: 554306
Re: GTA V character (Player, NPC) modding
if you got rid of the rest of geometry (by deleting all polygons except just one on each .mesh object), will lower part appear in game?
- Wed Aug 08, 2018 9:54 pm
- Forum: ZModeler3 Account and Licenses
- Topic: zmodeler license expired, in the website 69 days
- Replies: 2
- Views: 4035
Re: zmodeler license expired, in the website 69 days
In most of cases this is solved by issuing new license key for your license following steps: 1. remove platform ID from account 2. submit the same platform ID again. 3. activate license for your platform ID again and this time it will get a new license key generated. 4. remove both CodeLib files fro...
- Sat Aug 04, 2018 10:52 pm
- Forum: Grand Theft Auto V
- Topic: [Guide] GTA V: Physics and collisions
- Replies: 57
- Views: 66865
Re: [Guide] GTA V: Physics and collisions
I would recommend to reset collision local axes to their parent objects (display\local axes\reset to parent). but first of all, ensure associated parent objects (parts) have correct axes locations. Also, If i'm not mistaken, "chassis" object and its COL need local axes to be at 0,0,0 point...
- Fri Aug 03, 2018 2:58 am
- Forum: Grand Theft Auto V
- Topic: [Guide] GTA V: Physics and collisions
- Replies: 57
- Views: 66865
Re: [Guide] GTA V: Physics and collisions
i see a lot of axes spread around your vehicle. in most of cases local axes on COL objects should be "centered to object" (display->local axes->center to object). "deformable" option is properties branch for geometry object: Properties->mesh->vertices->format->deformable. (select...
- Mon Jul 30, 2018 9:50 am
- Forum: Grand Theft Auto V
- Topic: Report Import/Export bugs here
- Replies: 1876
- Views: 985819
Re: Report Import/Export bugs here
may you please record me a video on how uv crashes (e.g. upload a .z3d file of your scene, then open this file in zmod, start recording and do uv editing for as long as needed, once you get the crash - stop recording and send me a video), so I can see all the manipulations you do (and have a .z3d fi...
- Fri Jul 27, 2018 9:47 pm
- Forum: Tech support (forum, account, licenses)
- Topic: I cant Login with my username on zmodeler
- Replies: 1
- Views: 2084
Re: I cant Login with my username on zmodeler
When you type your name and web browser suggests a user name in drop-down list, hover a wrong drop-down list and press "Delete" key on keyboard. Alternatively, type your username in notepad, copy it and paste into username field. If any correction/auto-substitution appears, press "Esc...
- Sun Jul 22, 2018 4:36 am
- Forum: Grand Theft Auto V
- Topic: Extremely long load times
- Replies: 4
- Views: 4727
Re: Extremely long load times
upload your .z3d somewhere, so I could take a look.
- Wed Jul 18, 2018 2:13 am
- Forum: Grand Theft Auto V
- Topic: GTA V: Import/Export filter in ZModeler 3.1.0 (10.Aug.15)
- Replies: 30
- Views: 106434
Re: GTA V: Import/Export filter in ZModeler 3.1.0 (10.Aug.15
yes this is an automatic. bone IDs will get generated automatically, unless their name starts with SKEL_*, FB_*, FACIAL_*, and some others.
- Wed Jul 18, 2018 12:53 am
- Forum: Grand Theft Auto V
- Topic: Report Import/Export bugs here
- Replies: 1876
- Views: 985819
Re: Report Import/Export bugs here
what were import settings (screenshot) and export settings (screenshot) in your scenario?
the cracked 3.1.2 has only .yft and limited .ydr support, it might work a bit different way than the current version that can export, for example "skeleton only" with no geometry at all.
the cracked 3.1.2 has only .yft and limited .ydr support, it might work a bit different way than the current version that can export, for example "skeleton only" with no geometry at all.
- Wed Jul 18, 2018 12:46 am
- Forum: Tech support (forum, account, licenses)
- Topic: File recovery
- Replies: 1
- Views: 4040
Re: File recovery
I doubt it is possible to recover the file as it is corrupt. You can rename *.bak file into *.z3d to load the backup of this file if it was created (in the same folder). Also, you can check the "Autosave" folder for *.z3d files to find out whether any of them contains some stage of your wo...
- Sat Jul 14, 2018 2:20 pm
- Forum: Grand Theft Auto V
- Topic: GTA V: Import/Export filter in ZModeler 3.1.0 (10.Aug.15)
- Replies: 30
- Views: 106434
Re: GTA V: Import/Export filter in ZModeler 3.1.0 (10.Aug.15
@Neos7, even thought your work on part names collection was significant and time consuming, the finding of your friend has even greater value. I've added bone hash generator into a filter and got rid of bone IDs collection routines (left them for specific cases like SKEL_*, FB_*, FACIAL_*, and some ...
- Sat Jul 14, 2018 6:04 am
- Forum: Tech support (forum, account, licenses)
- Topic: Verification Failed
- Replies: 2
- Views: 2437
Re: Verification Failed
Hi. Assign password onto your platform in web account (on "My computers" page), then specify your account name and platform password in ZModeler's "Account Setup" window. Press OK and restart ZModeler. Make sure to run zmodeler as Administrator. License validity for offline work ...
- Sat Jul 07, 2018 11:19 am
- Forum: Grand Theft Auto V
- Topic: GTA V character (Player, NPC) modding
- Replies: 1110
- Views: 554306
Re: GTA V character (Player, NPC) modding
running out of ideas then.. if you re-import the problematic model back to ZMod, do you see the same setup as in OpenIV or head direction restores to normal?
- Sat Jul 07, 2018 9:41 am
- Forum: Grand Theft Auto V
- Topic: GTA V character (Player, NPC) modding
- Replies: 1110
- Views: 554306
Re: GTA V character (Player, NPC) modding
you should check for local axes of each .mesh object too. and local axes on just any object except skeleton bones should be rest to world.
- Sat Jul 07, 2018 1:42 am
- Forum: Grand Theft Auto V
- Topic: GTA V character (Player, NPC) modding
- Replies: 1110
- Views: 554306
Re: GTA V character (Player, NPC) modding
models are bind to a different skeletons, or not to a skeleton inside .global branch.
skeleton was not in "setup mode" on bind or during weighting.
skeleton was not in "setup mode" on bind or during weighting.
- Fri Jul 06, 2018 9:38 am
- Forum: Grand Theft Auto V
- Topic: GTA V character (Player, NPC) modding
- Replies: 1110
- Views: 554306
Re: GTA V character (Player, NPC) modding
ensure modified items have "rigging" option and "max bones = 4" in mesh\vertices\format.
- Wed Jul 04, 2018 11:51 am
- Forum: Grand Theft Auto V
- Topic: Report Import/Export bugs here
- Replies: 1876
- Views: 985819
Re: Report Import/Export bugs here
скинь мне самый маленький файл на котором эту проблему можно возпроизвести в разумный период времени (минут за пять хотя бы).
- Wed Jul 04, 2018 4:36 am
- Forum: Grand Theft Auto V
- Topic: GTA V character (Player, NPC) modding
- Replies: 1110
- Views: 554306
Re: GTA V character (Player, NPC) modding
1. your model was loaded with "Slice to parts" option toggled on. it will corrupt player model, so start over again with this option toggled off.
2. when you export, you need to type or specify file extension explicitly, either it is .yft or .ydd or .yld (.yft is a default one).
2. when you export, you need to type or specify file extension explicitly, either it is .yft or .ydd or .yld (.yft is a default one).
- Thu Jun 28, 2018 4:07 am
- Forum: Grand Theft Auto V
- Topic: GTA V character (Player, NPC) modding
- Replies: 1110
- Views: 554306
Re: GTA V character (Player, NPC) modding
send it (or download link) in PM.
- Thu Jun 28, 2018 3:35 am
- Forum: Grand Theft Auto V
- Topic: GTA V character (Player, NPC) modding
- Replies: 1110
- Views: 554306
Re: GTA V character (Player, NPC) modding
can you send me a .z3d file of your scene before you export? (after you load original model and apply changes you need).
- Thu Jun 28, 2018 3:03 am
- Forum: Grand Theft Auto V
- Topic: GTA V character (Player, NPC) modding
- Replies: 1110
- Views: 554306
Re: GTA V character (Player, NPC) modding
if you re-import your exported model, is everything correct in scene and materials then? (I mean, take a look onto exported file from a point of view of ZModeler). also, make a test export with just one polygon retained (select all polygons except just one, delete them). So the .ydd file has a skele...
- Wed Jun 27, 2018 1:28 am
- Forum: Grand Theft Auto V
- Topic: GTA V character (Player, NPC) modding
- Replies: 1110
- Views: 554306
Re: GTA V character (Player, NPC) modding
what is Base value used on topmost dummy node? Note, if you import .yft file first, it will assign Base value from .yft file (which is quite small regularly). You should import .ydd file only and check for Base value in user-defined options box in Properties window. This is the value you should reta...
- Mon Jun 25, 2018 10:23 am
- Forum: Tech support (forum, account, licenses)
- Topic: Unable to revoke trial license and activate 30-day license
- Replies: 2
- Views: 2745
Re: Unable to revoke trial license and activate 30-day licen
Hello.
You can remove your platform ID from web account and submit your platform ID again.
Also, to remove license from ZModeler, so it will be able to install new license key, it is recommended to remove both CodeLib files from "Shared" folder and let ZModeler download updates then.
You can remove your platform ID from web account and submit your platform ID again.
Also, to remove license from ZModeler, so it will be able to install new license key, it is recommended to remove both CodeLib files from "Shared" folder and let ZModeler download updates then.
- Thu Jun 21, 2018 12:07 pm
- Forum: Grand Theft Auto V
- Topic: GTA V character (Player, NPC) modding
- Replies: 1110
- Views: 554306
Re: GTA V character (Player, NPC) modding
you should load .yft file and rename it to .global first. then you can load original .ydd file and replace components.