GTA V character (Player, NPC) modding
Re: GTA V character (Player, NPC) modding
If I'm not mistaken, regular cloth simulation on .yft files can utilize any shader of your choice. However, cloth simulation on peds involves more computations on hardware, and it is quite likely only ped_cloth shader has an associated code. Its up to you to make tests, ZModeler will not restrict you in materials/shaders you use, it's a question whether game will accept it or not. So, try using ped_alpha on cloth mesh of ped and take a look whether it will work in game.
meanwhile, have you seen native in-game ped cloth that uses transparent textures? if you do, import and take a look on used shaders and textures.
meanwhile, have you seen native in-game ped cloth that uses transparent textures? if you do, import and take a look on used shaders and textures.
Re: GTA V character (Player, NPC) modding
Hi Oleg,
I am trying to make a custom pants for a MP ped. I previously had the problem that the pants wouldn't load when spawned using vMenu. I fixed that problem by loading my spec map and normal map as a DXT file format.
Now it loads but the side text on the pants looks all blurry and bad. While in Zmodeler3 & OpenIV it has normal quality (2K).
In the texture file it keeps its normal quality as well. This is what my texturebrowser looks like: https://gyazo.com/c68d7679aea05864a190208a1ae61572
Do you have any idea why the text shows up this blurry in game? I'm sure it doesn't have anything to do with my settings, most of them are on high.
Thanks in advance.
I am trying to make a custom pants for a MP ped. I previously had the problem that the pants wouldn't load when spawned using vMenu. I fixed that problem by loading my spec map and normal map as a DXT file format.
Now it loads but the side text on the pants looks all blurry and bad. While in Zmodeler3 & OpenIV it has normal quality (2K).
In the texture file it keeps its normal quality as well. This is what my texturebrowser looks like: https://gyazo.com/c68d7679aea05864a190208a1ae61572
Do you have any idea why the text shows up this blurry in game? I'm sure it doesn't have anything to do with my settings, most of them are on high.
Thanks in advance.
Re: GTA V character (Player, NPC) modding
looks like the game uses lower resolution texture (mip level of original texture). perfectly, this text should be made as a ped_decal on another material with its own texture containing text only. but i'm not quite sure how to configure ped's "lowr" part to use multiple materials.
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Re: GTA V character (Player, NPC) modding
Hey there i am trying to make a helmet chrome right. I have tried every single spec map as possible looked for everything and its still not working. In zmodeler the helmet shows its very chrome but when i put it in game the result doesnt show. I was wondering if there is a solution to this at all
https://imgur.com/a/OxGGqrc (In zmod)
https://imgur.com/a/XrrEPHH (In game)
https://imgur.com/a/OxGGqrc (In zmod)
https://imgur.com/a/XrrEPHH (In game)
Re: GTA V character (Player, NPC) modding
looks like some textures are missing in game.
also, mind, the game uses SPECMAP texture's channels (green) as a reflection strength. so, you can use white texture in SPECMAP for chrome material.
also, mind, the game uses SPECMAP texture's channels (green) as a reflection strength. so, you can use white texture in SPECMAP for chrome material.
Re: GTA V character (Player, NPC) modding
you could find some videos on youtube I guess.
Re: GTA V character (Player, NPC) modding
Hello,
I am working on a part of a ped model and have recently gotten to the point of exporting the part of the ped I have edited. I am utilizing EUP on my server and I have created a new badge from scratch. I have gotten it all back into the .mesh in the files but when it spawns in game the badge moves with what appears to be the hips and sways. It sways when standing still and walking. Any help in correcting this would be majorly appreciated and I look forward to any replies. Thank you in advance!
I am working on a part of a ped model and have recently gotten to the point of exporting the part of the ped I have edited. I am utilizing EUP on my server and I have created a new badge from scratch. I have gotten it all back into the .mesh in the files but when it spawns in game the badge moves with what appears to be the hips and sways. It sways when standing still and walking. Any help in correcting this would be majorly appreciated and I look forward to any replies. Thank you in advance!
Re: GTA V character (Player, NPC) modding
your badge is not rigged to the skeleton properly. It is advised to import upper torso model (most preferable to import the torso model the badge will be used with) and copy weights from torso with Rigging\Influence\Copy tool.
mind, you need a skeleton from .yft file imported and renamed to .global before you import torso ydd file (so you get torso rigged to proper skeleton).
mind, you need a skeleton from .yft file imported and renamed to .global before you import torso ydd file (so you get torso rigged to proper skeleton).
Re: GTA V character (Player, NPC) modding
Hey Oleg, is it possible to export more than 255 bones? I am having trouble exporting components for player character (Trevor) and I believe it is not exporting properly because Trevor has more than 255 bones
Re: GTA V character (Player, NPC) modding
I'll check the issue, the exported model does crash the game. it is not actually related to bones count in scene, 255 is not the limit in fact, something else is wrong.
Re: GTA V character (Player, NPC) modding
If it helps Oleg, I have managed to get the game to not crash, by making sure to use original material and all original embedded textures (some replaced). However, the in-game model is extremely messed up, very similar to when bone nodes are not properly exported
Re: GTA V character (Player, NPC) modding
Get an update. I've updated the ped_wrinkle set of shaders and got Trevor's head_000_r model loaded fine in game. I can't be sure whether mimics and wrinkles effect does work, but at least I see the modified component working properly in game (eye blinking, mouth movement are both fine).
Re: GTA V character (Player, NPC) modding
EDIT: Figured it out. For head at least, I needed to use embedded skeleton not .global skeleton
Maybe you could take a look at my ZM3 file? But I just tried to export the original model as well, and it looked jacked up as well...
ZM3:
https://1drv.ms/u/s!ArgHjvQXaPwhoeM_DV3 ... Q?e=y4vJcJ
Interestingly enough it looks fine in CodeWalker:
Maybe you could take a look at my ZM3 file? But I just tried to export the original model as well, and it looked jacked up as well...
ZM3:
https://1drv.ms/u/s!ArgHjvQXaPwhoeM_DV3 ... Q?e=y4vJcJ
Interestingly enough it looks fine in CodeWalker:
Last edited by hat1324 on Sat Oct 10, 2020 11:27 am, edited 1 time in total.
Re: GTA V character (Player, NPC) modding
you should rename "player_two" to ".global" before you export. When a .mesh is bind to a .skel located in .global, an exporter will use a ped components export scenario that affects the way skeleton is packed.
My MaxBones is set to 160. This is generally for vehicles that should have full skeleton exported all the time. ped skeleton is allowed to be compacted/reduced to "required bones set only".
I haven't updated textures, so in-game shot has messy textures. original Trevor's head has a spike to be sure it is the modded content being shown.
My MaxBones is set to 160. This is generally for vehicles that should have full skeleton exported all the time. ped skeleton is allowed to be compacted/reduced to "required bones set only".
I haven't updated textures, so in-game shot has messy textures. original Trevor's head has a spike to be sure it is the modded content being shown.
Re: GTA V character (Player, NPC) modding
Ah Ok, I actually got the head at least to work by using embedded skeleton... I will try it your way
EDIT: Works beautifully. Thanks Oleg!
EDIT: Works beautifully. Thanks Oleg!
Re: GTA V character (Player, NPC) modding
Олег, пост спас , пол часа ебался с cutscene чарами
Problem with exporting my edited ped model
SO i m exporting this ped in z modeler and this happend (The only thing I did was remove the vertexes of one hairstyle to make it a bald variant and put the rest of the hair inside the head to hide the remainder) https://medal.tv/clips/36987530/d1337nz48OPT
Re: GTA V character (Player, NPC) modding
you should import pablo.yft file first; rename imported branch in hierarchy to .global
then import .ydd file - it will bind all geometry objects (.mesh) to a skeleton (.skel) located in .global branch.
then make the edits and export your .ydd file.
then import .ydd file - it will bind all geometry objects (.mesh) to a skeleton (.skel) located in .global branch.
then make the edits and export your .ydd file.
Re: GTA V character (Player, NPC) modding
Okay so should i move imported ydd to the .global or no?
Re: GTA V character (Player, NPC) modding
no. your imported .ydd file will appear like
ig_bankman
with uppr_001_uni, lowr_001_r and like this inside.
the .global is aside or on top of this all. An exporter will determine that .mesh is bound to .skel and the .skel is located in a branch named .global. As soon as exporter detects this layout, it will trigger a specific export scenario for peds.
ig_bankman
with uppr_001_uni, lowr_001_r and like this inside.
the .global is aside or on top of this all. An exporter will determine that .mesh is bound to .skel and the .skel is located in a branch named .global. As soon as exporter detects this layout, it will trigger a specific export scenario for peds.
Re: GTA V character (Player, NPC) modding
okay to i do everything you told me and see https://streamable.com/sexx0d
Re: GTA V character (Player, NPC) modding
idk what im doing still wrong my shirts dissappear only one is available and still my model move strange
Re: GTA V character (Player, NPC) modding
.ydd file have to be exported with "Skeletal" option toggled on.
Re: GTA V character (Player, NPC) modding
Hello, Oleg. I'm doing a character conversion to the game, everything is fine, but the hands are out of shape. Is it possible to be rigging for hands? Is there a custom setting or Tutorial for this? Finally, will Zmodeler3 model support for Rdr2 come? Do you have such a project? I wish you good work.
https://hizliresim.com/2mIaUw
https://hizliresim.com/2mIaUw
Re: GTA V character (Player, NPC) modding
Hello.
There is a FBX import/export in the works that will allow to export entire ped (skeleton and rigged mesh) into 3dsmax for skinning and export it back to ZModeler. That's generally the main purpose I would like FBX to be available in ZModeler.
Concerning your question on RDR2, I don't have an answer yet, as OpenIV team gave some info that looks like a significant problem. the model file has a sort encryption beside compressing, so even being re-packed again, the game could refuse to work with non-encrypted files. I don't know anything on progress they made on these files yet, may be it is already sorted out. Other than that, there are a plenty of new stuff related to DX11/12 and Vulkan features involved that I'm not aware of at the moment.
There is a FBX import/export in the works that will allow to export entire ped (skeleton and rigged mesh) into 3dsmax for skinning and export it back to ZModeler. That's generally the main purpose I would like FBX to be available in ZModeler.
Concerning your question on RDR2, I don't have an answer yet, as OpenIV team gave some info that looks like a significant problem. the model file has a sort encryption beside compressing, so even being re-packed again, the game could refuse to work with non-encrypted files. I don't know anything on progress they made on these files yet, may be it is already sorted out. Other than that, there are a plenty of new stuff related to DX11/12 and Vulkan features involved that I'm not aware of at the moment.