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[TO ALL CAR MODDERS] How to link after Modeling in Zmodeler? [ADD-ON ONLY]



  • Hello guys, I'm converting a car to GTA 5, it was a .bin and so it didn't have any link.
    How do I proceed from there?
    What do I do there?

    How do I create the chassis and how do I create the primary parent node? (The empty one)?
    I can't find any tutorial regarding this!
    Thanks for your help!



  • For starters I would import a default GTA V model and then replace it part by part with your model. That way you can kinda learn what goes where etc...
    I suggest taking a look here, as it covers basics like Materials, compounds, stuff like that:
    http://forum.zmodeler3.com/viewtopic.php?f=31&t=7666&sid=e6a911c8846bd54087ce995c57a1f46a



  • @SkylineGTRFreak I watched a french tutorial and I did pretty good, imported as an addon, it works, the problem is that the right door is flipped and doesn't have animations, the body paint 1 material changes color randomly and the wheels are positioned way too low than my dummies!
    Also the textures are all messed up!



  • @lorizz12 can you upload a picture of the car ingame and one of the material setup of the body paint 1 material? I get the random color issue sometimes when I forget to include a texture in the .ytd file of the model.



  • @SkylineGTRFreak http://imgur.com/a/6NTtb

    Also why is my custom .ytd not loading? Maybe because the file name is not the same as the Group in texture browser?



  • @lorizz12 no, the .ytd should always have the same name as the .yft files. Just the texture names need to be identical to the ones you use in ZM3.
    For the door, trying doing this: Display->Local Axes->Click on arrow at the top of the box, select orientation only and then "reset to world" click on the door and see if it works. Might also be the same for the associated COL object. Sadly I am not at home right now, so I can't really show screenshots of what to do, nor do I know the exact names of the tools.
    As for the tires: Are you sure you have used the tire shader for all parts of the wheels? Something like vehicle_paint or vehicle_mesh will not work on wheels. As for the glass, you should check if the box "always render last" in the alpha settings of the material is ticked. That's all I can do for now :/



  • @SkylineGTRFreak http://imgur.com/a/Utjru

    also the flickering is gone now, thanks



  • @lorizz12 Yes, the most easiest way for you (and for me, when I was a complete n00b) would be to import any default car and go look and try to understand, which parts are for what. Primary parent node - use game default. Use it from the vehicle you are replacing. How to make chassis? Well, I think there is a lot of creative work and there is no straight answer. I would AGAIN study game default cars and you will see, that for example, interior details is always part of "chassis", as long as they are not extras.

    If I was managing Your project, I would probably do things in such order:

    • Check geometry, I am always amazed, how even prominent "HQ"-models have sometimes stupid holes throughout the body. Check, that parts fit together well.
    • Start attaching nodes(Modify->Attach, works ONLY IN OBJECT MODE). I can honestly say, it is one of my personal favourite procedures in zModeler, again, A LOT of creative work. You should keep in mind, that You cannot exceed the polygons limit. I don´t know those limits by heart, but You sometimes see very high-detail models with very high-detail interiors). What I want to say, is that sometimes You have to attach some parts with "bodyshell" (random example) instead of "chassis". That way, You can spread polycount much more evenly.
    • Give correct names to newly attached parts. If you attached "door_left" and "left_side_mirror" and together, then the right name for the new node by the game standards is "door_dside_f". Then You should rename door glass to "window_lf" and later put inside the "door_dside_f"(link). You keep doing this, until you reach the same hierarchy, as the game default cars (chassis,bodyshell,boot,bonnet,misc_a - just a few example common nodes).
    • Adjust materials and start UV-mapping those parts. This is the most careful part and there are many different techniques, because You cannot map front seats by only selecting polygons and assigning leather(random example) texture(at least, I don´t have sufficient knowledge about doing that).

    There are gazillion other things, but those are my 50cents...



  • Any idea why my exported tuning parts work, but cannot be imported back into zmodeler?



  • @xXGARRAPPAXx I don´t understand Your problem, but I would be much closer, if you tell me, what is the error?



  • Okay so I started with the basics, spoilers, and moving them from one vanilla vehicle to another. When I extract any tuning part and import in to zmodeler and then back into the game the spoiler works and is visible. However if I then extract that newly made spoiler to import back into zmodeler it doesn't load up @HRH



  • @lorizz12 definitely seems like something is wrong with the wheel dummies and perhaps their associated COL. Try to reset the axis of all of them to world (same with the window's axis).

    As for the door, try

    Surface->Normals->Calculate and click on the door object. You might have to do this for the window as well if it looks weird.

    Do you get any error upon export regarding materials or textures?



  • @xXGARRAPPAXx Import the car, you want spoiler on. Then import the car, that has the needed spoiler. Leave only the spoiler and you can delete the other car.
    -----------------------Additional----------------------------------
    Now, does the default car have "visible" default tuning? If yes, You should replace the spoiler in DEFAULTVEHICLENAME_mods.rpf and later edit carcols.meta(just check, that everything is okay there and your spoiler is also in the list). I haven´t yet experimented with tuning, I think this is a question of time and my will-power (there are nothing harder than few additional steps).

    I would do and I have done it by adding the spoiler as "extra".Fix the geometry on the new spoiler that you just copied. I mean, fit it onto the car and upscale it as much as you want(Modify-Scale, I suggest putting pivot under the spoiler (press X) and scale it from Y-axis in Local mode). If your new spoiler is "fitted", I suggest to dismiss the node and copy L1 also (just copy the same L0 and put it in L1). Now, rename the new node to "extra_1"(1-9 were for "exterior") and You are basically up to the last step - creating collision. Sometimes, when you do interior extras or if the extras itself have "insignificant" measurements, then new extra collision is not needed. With your spoiler, You MUST create collision or face the consequences (bugs).

    If you test the modified vehicle, then you see, that extra 1 suddenly became available and you will see a surprise ;)

    Right now I have to stop, because I have 4 car mods waiting for release, because collisions are one thing, which doesn´t allow to any "logic". I am logical person and everything in GTAV modding is very logical, except collisions. I have tried several "blind ways", but I am always ending up with rejected collision models...



  • Thank you I will try again shortly. I was able to swap the spoilers out, and the new spoiler is visable in game, I just can't extract it with openiv after and import it back into zmodeler like I was able to with the original spoiler part@HRH



  • @xXGARRAPPAXx said in [TO ALL CAR MODDERS] How to link after Modeling in Zmodeler? [ADD-ON ONLY]:

    Any idea why my exported tuning parts work, but cannot be imported back into zmodeler?

    i replied you in chat, maybe you have the "lock" value checked ;) look at the picture



  • @TobsiCred yes you were right lmao total noob mistake of me



  • @xXGARRAPPAXx It is the only real way of learning, believe me :)



  • This post is deleted!


  • @SkylineGTRFreak I fixed the wheel with the new car, I missplaced them at first lul, now I try the windows and doors, same thing for the flipped dummies wheel right?

    EDIT: Everything fixed with that Surface method, thanks, but the problem is, the right wheels are copied in the right position but they aren't rotate 180°! How do I fix this?



  • @HRH said in [TO ALL CAR MODDERS] How to link after Modeling in Zmodeler? [ADD-ON ONLY]:

    @xXGARRAPPAXx It is the only real way of learning, believe me :)

    Very very true



  • @lorizz12 said in [TO ALL CAR MODDERS] How to link after Modeling in Zmodeler? [ADD-ON ONLY]:

    @SkylineGTRFreak I fixed the wheel with the new car, I missplaced them at first lul, now I try the windows and doors, same thing for the flipped dummies wheel right?

    EDIT: Everything fixed with that Surface method, thanks, but the problem is, the right wheels are copied in the right position but they aren't rotate 180°! How do I fix this?

    I need help on this



  • @lorizz12 sorry, been quite busy these days.

    You only have the left front wheel as actual mesh correct? Just making sure here. Incorrect axis Setting oder either the right wheel dummies or their respective COL objects would be my assumption



  • @SkylineGTRFreak yes only the front left has the mesh, so do you mean by turning 180° the collisions on the right? Because I tried to turn 180° the dummies and still doesnt' work



  • @lorizz12 weird... Yea, try the collisions then, they must have the same rotation as the dummy. If that still doesn't work... eeeeh, may I take a look at the file then?



  • @SkylineGTRFreak I've sent you the file


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