Search found 7173 matches

by Oleg
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...
by Oleg
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?
by Oleg
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...
by Oleg
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...
by Oleg
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...
by Oleg
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...
by Oleg
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...
by Oleg
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.
by Oleg
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.
by Oleg
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.
by Oleg
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...
by Oleg
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 ...
by Oleg
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 ...
by Oleg
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?
by Oleg
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.
by Oleg
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.
by Oleg
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.
by Oleg
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).
by Oleg
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).
by Oleg
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.
by Oleg
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).
by Oleg
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...
by Oleg
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...
by Oleg
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.
by Oleg
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.