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How to convert YDR to YDD



  • Hello I convert an obj character into ydr with 3ds max gims but I would convert it to ydd to put it in addonpeds
    Can you help me ?



  • @harut1234 No directly. You can use GIMS for GTA IV and import your ped to 3dsMax, and then redo all the process convertion rigging with a GTA V ped using GIMS EVO for GTA V. Both games uses different skeleton hierarchy, UV channels, vertex colors, bone names, IDs and shaders in materials. You can't convert directly a ydr ped in ydd.



  • @Rarefacer said in How to convert YDR to YDD:

    No directly. You can use GIMS for GTA IV and import your ped to 3dsMax, and then redo all the process convertion rigging with a GTA V ped using GIMS EVO for GTA V. Both games uses different skeleton hierarchy, UV channels, vertex colors, bone names, IDs and shaders in materials. You can't convert directly a ydr ped in ydd.

    Thanks and is how I can do to recreate it?



  • @harut1234 Ped creation using GIMS EVO thread
    You can find videotutotials searching PED GTA V + GIMS EVO

    Not exists a complete guide yet, but if you know how to convert in GTA IV, is done almost all.
    Also you can find usefull info in the official GIMS EVO thread



  • @Rarefacer Thanks and you can tell me how to add a texture in a file ydr on openiv or 3ds max please



  • @harut1234 I watch your tutorial but I do not have texture in ydr file

    0_1496594281848_upload-524efa7f-7675-4294-bb6d-417ccdc359f8



  • @harut1234 In GIMS material editor, mark the texture as Embed (see 2:45 in that video)



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  • @Rarefacer said in How to convert YDR to YDD:

    @harut1234 Ped creation using GIMS EVO thread
    You can find videotutotials searching PED GTA V + GIMS EVO
    Not exists a complete guide yet, but if you know how to convert in GTA IV, is done almost all.
    Also you can find usefull info in the official GIMS EVO thread

    I have only found tutorials with zmodeler but don't work for me do you know any other software?



  • @harut1234 3dsMax + GIMS EVO for GTA V



  • @Rarefacer Thanks. One last question and I don't bother you more when I finished modeling how to export to ydd ?



  • @harut1234 Just go to GIMS EVO menu, click on EXPORT button, select the desired folder to save the file, and then will to appear the models ready to be exported, if you have only a ped in scene, only will to appear the name of that ped, if you have various, just mark the desired ped names to export and click on CONTINUE button.

    Finished the export, just import the .odd file with OpenIV selecting New>Import Open formats and will converted in .ydd inside the current .rpf file



  • @Rarefacer When I save it odr but i want odd



  • @harut1234 Open formats essential knowledge:

    Native GTA V FILE <-------- Export/Import --------> OPEN FORMAT

    • Players, Peds & Animals .ydd <---------------> .odd
    • World props .ydr <-----------------------------------> .odr
    • Vehicles & fragmented props .yft <---------> .oft
    • Characters skeletons .yft <---------------------> .skel
    • Collision meshes .ybn <--------------------------> .obn

    If you are trying to convert a ped using the video tutorial for props, you are completely wrong. Are two completely different things.



  • @Rarefacer Thanks



  • This is more of a Request. Topic moved.



  • @nathanjamesddg151 Or General Modding Discussion



  • @Rarefacer I moved it there, but it didn't seem to fit. There should be a new [sub]category for this type of request.



  • @Rarefacer Hello sorry to bother you but when I spawn the peds my game stops working
    You will know what is the problem ?



  • @harut1234 Hard to say just one cause, are various the known reassons:

    • Wrong texture names.
    • Wrong material names.
    • Wrong ped components names.
    • Wrong hierarchy bone IDs.
    • Model with quads/N-Gons or not triangulated mesh.
    • Different skeletons (some peds handles different sizes and number of bones, so, mix parts from various not always works).
    • .YMT file bad configuration issue for ped componentes and texture slots.
    • No correct shader with skinned feature used for peds.
    • Wrong LOD configuration.
    • No Skin or Model modifier added in GIMS EVO.
    • Wrong vertex colors.
    • Ped's head always needs to has bones included (mark that in the main parent of head Model modifier).
    • Exists vertex without rigging or has been rigged to the ROOT bone.

    The best way is to import a vanilla ped and be carefull looking the original data and try handle the convertion process exactly in names and configurations with the new model like original.


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