1930 Art-Deco style House
I Finally Relase The Mode As an add-on Vehicle with Freightcar Handling and Vehicles meta Code when you load it With Enhance native trainer That look like an static building and it is undriveable by player
You no need any map editor - menyoo - Add on props and etc for loading it . the loding is simply an you can load it at any place that you like and i recommend the load it at flat places because an not flat places mey be upside-down
You can download it here :
I Need Some Help of script programmers and professional modders to do following list for next version
- Adding Interior lights
- Making Jimmy Traci And Amanda load in their own bedrooms in this house
- Make TV to show the GTA V's Movies and Advertisements on the screen
- Add Script To save car in garage and save game in master bedroom (I need Script programmers help to do this)
- Add a Replace version With one of GTA Buildings in the city (I know how to do that and that is possible, I do this before for one of fuel station in the game you can see here : https://www.gta5-mods.com/maps/1970-persian-gas-station-building-texture-fuel-pomp
But i need your help to find a Building on flat land and some help to convert the collision to .ybn File or need a software can import ybn files and edit them
@GTA-Elit Don't unnecessarily tag users (such as Global-Moderators).
- To add interior lights you can use existing vanilla props or make lights in 3dsmax
- You can also add working doors/garage doors - use CodeWalker and export custom placed objects to ymap/s
- To edit ybn collisions use 3dsmax + Gims
- Replacing existing building you need to change/modify lods parenting between ymaps
- You can place it on normal ground (dont need to be flat - you can edit/remodel ground in 3dsmax + static collision)
- Simple example made in free time:
Example files: http://www.mediafire.com/file/n5dqwcjlc96i1f8/villa.rar
Nice place for the building thank you for working on it . this is my first map mod before this i make many car modes and i always use rhinoceros 5 for modeling and Zmodeler 3 for converting to gta file but if i want to use gims evo this is first time for me to do that and i need many helps
I use rhinoceros 5 for modeling for making the lights in 3dmax how can i do it ?
in zmodeler for example in a car when i use dummy nod with name headlight_r or another lights in the game load a point light exact at the dummy node place but in 3d max i don't know how to make lights for a building also in car we have to turn on the car to works headlights in the game but we can not turn on the building that work in game should i make layer with name interior light or headlight or what should i do for that
I model some light bulbs in rhino and export them as obj and import to 3dmax from now can you explain how can i complete that? or do you have tutorial move for making lights for gta in 3dmax i really need the learn somethings
@GTA-Elit for cars use zmod but for static objects use 3dsmax+gims, you can model everything in 3dsmax too and simply export it to openformats and about lights you can examine and edit lights from vanilla files. For now search forum for 3dsmax tutorials i will make few video tutorials but it take some time to do it and for now i dont have time for it, but when i will have it i will make it. If you will have any questions you can find me on discord @Dekurwinator#0641
I haven't mp_apartment in dlc folders buf after searching i find that lands ybn and ymap file in the mphist folder and i replace them and finally your versions come in to my game
now i found some issue
1.I use vehicles textures like vehicles_dashboard_emissive or Vehicles_mesh or etc an they are not workings in buildings
to chrome textures env is missing
- when the whether is rainy Water drops inside that seems to The Roof's Waterproofing have been damaged after 80 years and need to repairing
Rain water in the house
Missing Vehicles_mesh material that use env.dds from vehshared.ytd from x64e.rpf
Missing dash_emissive material that also use env.dds
should i change material adaption in zmodeler or just add env.dds to the map ytd file can solve the problem ?
@GTA-Elit car materials are for cars its converted to ydr as object and got simple materials as test example, in free time i will send ya file with proper materials. And zmodeler3 is not good for objects. Always use mods folder when installing mods if you dont have x64o.rpf then just copy it from main directory into mods folder same as dlcpacks -copy from \Grand Theft Auto V\update\x64\dlcpacks into \Grand Theft Auto V\mods\update\x64\dlcpacks
I finally learn working with Gims evo that is very diffrent with zmodeler
i edit ybn file and do some changes like i move building more near the road and vehicles can easily go to garage .
but i can not solve the rain drop inside problem is this solve by editing collision or it is depend on model .
I re-texture the ydr file in gims evo but when i want select mash by material the software give me an error
or when i want to apply a max uvw map on editable mesh that error comes again
after editing uv maps of one some mesh that contain on material after exporting all of materials uvw maps scales will be changed and i want just edit one material uvw map
am i doing anything incorrectly ?
what should i do yes / no / hold yes
now i can not do any editing in gims evo on my model without clicking yes
i need edit some uvw maps / convert to editable mesh and remove some surplus polygons /