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I Need Help with S_M_Y_Ranger_01.ymt editing(might give you advice and information on how to edit .ymt files in exchange for me getting help from any of you who reads this)



  • Re: Editing .ymt files for ped variations So i saw this thread and i used it to make some Ped.YMT Editing with the Meta Toolkit, so uhm, i have several problems, i can't add, New(As in Completely New) Components, what i mean by this is that, i can't add variations for a new feet component i added to the male SAPR Ped. What i mean by this is, it's not that i can't give the ped some variations for the feet component, it's just that, IT crashes whenever a ped(which what i mean is that it's a ped spawned in by the game, not by a skin changer) spawns, like for example i teleport to bolingbroke penitentiary which is one of the common spawn points for a Park Ranger and their Granger, my problem is, if it spawns in a male driver, my game crashes to desktop due to the feet component somehow being broken for the ped! when a female driver spawned in(and i also need to mention that i also modified it's feet component to be a new model, because it seemed more convenient that adding a new component to the ped) But that female npc doesn't make my game die on me like they got a mild stroke from seeing something terrifying, TL:DR, Female Ranger is fine, but Male Ranger, because i didn't wanna make him have no belt, added two feet components to be badges, issue, he crashes whenever he spawns in because of the game, not because i switch to him with my Skin Changer. I'm just an amateur at Ped Model YMT Editing, so please, if anyone reads this, help me. because i'm suffering. a little. and yes i noticed i just became a little bit dramatic typing this probably long paragraph out. i'm sorry for the large wall of text you probably read through.



  • So just to show anyone that will possibly read this, i will give you information(immediately)

                                 0  1     2     3 4 5 6      7      8910 11
    

    <hash_B29BE228>0 255 255 1 2 3 255 255 4 5 6 255</hash_B29BE228> is the list of components available for the ped model

    0 is the Heads, these are usually called "17" components because they're listed as such, probably 17 means head component. (head)

    1 is the beards, i haven't worked with these components but i'm sure they function the same as the next components i will be listing. (berd)

    2 is the hair, these aren't really much needed unless they're modeled on hair or just helmets, these are mostly used as helmets for swat peds and basically function the same as decals, they're mostly used as "5", "1" or "3" these variables probably mean they're universal (hair)

    3 is the torso, they are of course the top component of any ped model, a "17" torso probably means it's connected to the heads that i mentioned earlier, while a "1" torso probably means it's a universal torso, this example is seen at the S_M_Y_COP_01 model which is the LSPD Police Officer, looking into his torso components reveal the short sleeve as "17" and the long sleeve as "1", these components are extremely important. (uppr)

    4 is the legs, these are also extremely important. they're mostly "1" because they mostly don't even have variations, but if they do it's better to set them to "5" to make them universal, because sometimes if it's "1" they'll start following the torso component of the ped, so the short sleeve might have jeans and all of a sudden the long sleeve has tactical leggings, if you want both torso components to have these leg components, it's better to set them to "5" to have them randomize. (lowr)

    5 is the hands, they're mostly not needed unless your character varies from bare hands to gloves, in this case, it's better to set them to "5" so they'll actually randomize and not vary depending on the upper torso. (hand)

    6 is the long behold, DREADED feet component. These are usually used more as accessories if they want accessories to appear without having to make more complications by suddenly making a Kevlar Vest vanish into the abyss of forgotten components. again, they're used with "5" for maximum randomization (feet)

    7 is the eyes, misc, idk? it's called teef. (distorted feet?) they're again used for maximum randomization with "5", mostly accessories, as usual. (teef)

    8 is the component slot mean't for MORE IMPORTANT accessories, good example is S_M_Y_COP_01's ped.ymt, Two badges and an invisible component, both badges are "1" to say they're mean't for either long sleeve or short sleeve, while the invisible component is "5" to say it's universal (accs)

    9 is the other slot of accessory components, it's used mostly for belts, holsters and etc, it's used as "1" because unlike other components, these follow the way of a completely separate algorithm, thus they randomize regardless of the npc's other components. (task)

    10 is the decals, they're recommended to always be "5" so they'll randomize properly, these are one of the unique ones, they follow the torso components with any number, all you really need to do is place them in the correct order and you're done. (decl)

    11 is the auxillary parts of the torso, they're mostly either to fill in gaps in for example, an npc's tuxedo or a man's jacket, they can also be used as simple watches and etcetera. (jbib)



  • Second and Last Part, this time talking about the textures.

    <Item>
    <hash_C8F5438B value="6" />
    <hash_68AC8351>
    <Item>
    <hash_AECFE243 value="17" />
    <hash_A7431FBA value="0" />
    <hash_4A92222A>
    <Item>
    <texId value="1" />
    <hash_36896D17 value="255" />
    </Item>
    <Item>
    <texId value="1" />
    <hash_36896D17 value="255" />
    </Item>
    <Item>
    <texId value="1" />
    <hash_36896D17 value="255" />
    </Item>
    </hash_4A92222A>
    <hash_92E68DB3>
    <hash_A893A361 value="false" />
    </hash_92E68DB3>
    </Item>
    <Item>
    <hash_AECFE243 value="17" />
    <hash_A7431FBA value="0" />
    <hash_4A92222A>
    <Item>
    <texId value="1" />
    <hash_36896D17 value="255" />
    </Item>
    <Item>
    <texId value="1" />
    <hash_36896D17 value="255" />
    </Item>
    <Item>
    <texId value="1" />
    <hash_36896D17 value="255" />
    </Item>
    </hash_4A92222A>
    <hash_92E68DB3>
    <hash_A893A361 value="false" />
    </hash_92E68DB3>
    </Item>
    </hash_68AC8351>
    </Item>

    So, hash_C8F5438B means it's the amount of variants, whether it be drawable or texture, this must always be adjusted to avoid crashes(which is what i did with my damn feet component for the Male Ranger)

    hash_AECFE243 is probably the randomization type, Since i'm using the line for the heads, it's listed as "17" which means it's head randomization.

    texId is the texture ID, it's available variables(as far as i know) are

    0 = Universal
    1 = White
    2 = Black
    3 = Chinese(?)
    4 = Latin

    The textures will be randomized like this
    NPC Spawns: Uses head_diff_000_a_whi, this is the first white head texture
    Another Npc Spawns: Uses haed_diff_000_e_whi, this is the fifth white head texture and it goes and on.

    hash_36896D17 is the chances of it appearing, "255" means equality while "0" means never randomize in normal gameplay, the 0 is used by the FIB Decal on the default SWAT Model, which is why whenever you get a wanted level, it never appears on the SWAT Model no matter how long you keep that wanted level of 5 stars on. Which is why some people are interested by the fact, the FIB Swat Teams on certain missions and for some reason they still call themselves, NOOSE(National Office of Security Enforcement) which may refer to the type of rope, which may also refer to a very dark thing.

    hash_A7431FBA and A893A361 are the only two variables, i don't know about so that's a problem.


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