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props texture problem



  • I used symeRobinson's tool to convert some .wdr and .wtd files in .ydr and .ytd. But all of the props I converted from GTA 4 have broken textures.
    0_1598187713221_Untitled.jpg

    After that I've opened the OpenIV, I've checked one of the props using OpenIV Model Viewer and the ytd textures from "using textures" are missing. I've tried to add the ytd files with the textures, but when I close the model viewer nothing get saved.
    0_1598187919310_Untitled4.jpg

    I'd like to know how can I solve this.



  • @Abrian19
    Try embedding the textures into the '.ydr' using Texture Toolkit.

    Basic Instructions:

    • Drag & drop '.ydr' out of OpenIV
    • Drag & drop '.ydr' onto 'TextureTool.exe' (or it's shortcut will work too)
    • Texture Toolkit > 'Edit' tab > 'Import' > navigate & select textures
    • Save '.ydr' ('File' tab > 'Save/Save as...')
    • Drag & drop '.ydr' back into OpenIV original location


  • @a63nt-5m1th when I try to import the texture files I select all the .dds files and nothing happens. I don't see a single texture file in the toolkit



  • @Abrian19
    There are a lot of variables. Not least Texture Toolkit being a bit funky sometimes.
    Package up your '.ydr' & textures & upload them to Mediafire or some such & I'll download them & take a look if you like. :thumbsup:





  • @Abrian19
    The textures that won't show up (in OpenIV & TexureToolkit) aren't referenced in the '.ydr' at all.
    For example 'nj01redupper02.ydr' only references (they all appear correctly in OpenIV's Model Viewer):

    'nj01_tinkle_paint'
    'nj01shopwin01night'
    'nj01_animad01'
    'nj01_glassnj01_rooftop2_snj01_glass_s'
    'nj01store2windows1_snj01store2windows2_snj01_rooftop2_s'
    'nj01_flowers'
    'nj01_whiteblockupper'
    & 'nj01_dirtywhitebricklower_s'

    That is why they are not working. As such, I don't know what the names of the missing textures are, so can't add them myself etc.

    If you give me only one '.ydr' & all of the textures that it uses (preferably in '.dds' format & named correctly, so I can identify them easily. ie 'texture-name-here_s' = spec, 'texture-name-here_n' = normal etc) I may be able to do something.
    Pick a small '.ydr' with as few missing textures as possible & I'll play about with it as an example for you to follow in order to fix the rest :thumbsup:

    Alternatively, grab a copy of Codewalker from it's discord (latest versions are there) & use it's RPF Explorer to export your '.ydr's (to '.ydr.xml') & edit them yourself (it's pretty easy once you get the '.ydr.xml' open in a text editor :thumbsup:).

    Codewalker's RPF Explorer export/import to XML process for '.ydr's is the same as for '.yft's in this tutorial.

    Export Instructions - Search tut for "Export vehicle '.yft' to '.yft.xml' using Codewalker:"
    Import Instructions - Search tut for "Importing edited '.yft.xml''s back into the game:"



  • @a63nt-5m1th http://www.mediafire.com/file/4l99o0064paqi22/file here is a small .ydr with all the textures it needs.
    I want to mention that some buildings looks fine in OpenIV's Model Viewer, but in game the textures are still broken.



  • @Abrian19
    As a quick test, try naming the '.ytd' to the same name as the '.ydr' & see what happens.
    That certainly works in OpenIV's Model Viewer, test it in-game & let me know. :thumbsup:

    Example:

    'nj01si_dwntwn27.ydr'
    'nj01si_dwntwn27.ytd
    '



  • @a63nt-5m1th I changed the name but nothing happens, the textures are not fixed. I'm using addonprops, can be a problem there?



  • @Abrian19 said in props texture problem:

    I'm using addonprops, can be a problem there?

    I'd guess not, but I'm not sure, I've never used it.

    How confident are you of the process you used to create/get the '.ydr's?
    It's just, they don't import back into OpenIV (after exporting as openformats (.odr)), but instead throw this error:

    Some files not imported, more information below.
    
    nj01si_dwntwn27.odr(Line 13): Shader parameter "DiffuseSampler" not found.
    
    

    They also don't appear to export correctly using Codewalker's export to XML (DiffuseSampler, BumpSampler, SpecSampler etc are replaced with numbers (likely creating the "DiffuseSampler" not found error)).
    They can probably be edited manually to be correct, but it's going to be a big tiresome job, far better if you had a way to create them correctly in the first place?
    Hence, why I ask, how confident are you of the process used to create them?



  • @a63nt-5m1th I don't know, I had a problem with converting them by myself, but then i found someone's tool that helped me.0_1598298097891_Untitled.jpg
    here is how my cmd prompt chat looks like when I convert a .wdr prop to .ydr.



  • @Abrian19
    Did you happen to take the GTA V Shaders from:

    ...\update\update.rpf\common\shaders (or the 'common.rpf' shader folder path, either should work)

    & put them here:

    'fiveminstaller > citizen > shaders'

    before you converted the wdr's to ydr?

    I presume the conversion would throw some sort of error if not, but just trying to get to the bottom of why they appear not to have converted properly, so just had to rule it out :thumbsup:

    Instructions here if not:

    Useful info in this thread also.



  • @a63nt-5m1th yes, I do have the GTA 5 shaders. I followed every step of the guy that made that video. But converting them by myself didn't work so I downloaded a tool to do the job for me otherwise it would not have worked.



  • @Abrian19
    I'm beginning to think there is no good modern way of converting .wdr to .ydr without using 3DS Max/GIMS Evo etc (unless you can find a 2015 FiveM installer somewhere).
    The fivem formats:convert etc method doesn't work for me either (Win 10, maybe it works on Win 7 tho :slight_frown:).



  • @a63nt-5m1th I got win 7 so it doesn't work either. Thank you for helping me anyway



  • @Abrian19
    This tool I presume.
    Just to double-check, did you place both the GTA V & the GTA IV shaders to 'FiveM\FiveM.app\citizen\shaders'?
    Other than that, I have no idea :disappointed:



  • @a63nt-5m1th that was the only tool that worked for me. And yes, I tried with both gta 5 and 4 shaders



  • @Abrian19
    If you are determined to do it, it's probably possible with manual editing, but will be quite a bit of work.
    If you right-click one of your '.ydr's in OpenIV & select 'Export to openFormats (.odr)' & then do the same for a vanilla building '.ydr' & compare the two '.odr' files in a text editor you'll see there are a heap of dependencies missing from your ones (mostly relating to shaders).

    If you then try dragging & dropping your '.odr' back into OpenIV it will alert you to the first missing dependency it finds (like the DiffuseSampler error in above post). If you then fix that by adding in the missing lines & try again, it will alert you to the next missing dependency & so on & so forth until everything vital is covered & the '.odr' imports correctly.

    You may also need to manually edit the '.ydr' by exporting it to '.ydr.xml', using Codewalker's RPF Explorer, to add in any missing textures/values/info. Again, comparing it to a working '.ydr' will give you an idea of what is missing.



  • @a63nt-5m1th I've edited everything the openformats told me, but now it says:

    Some files not imported, more information below.

    nj01_policestation.odr(Line 1): Property "Bound" not found.



  • @Abrian19
    Try adding 'Bound null' at the bottom of the '.odr' like this:

    Example:

    		normal.sps
    		{
    			DiffuseSampler hei_dt1_11_dt1_plaza\monkey_mosaics_grout.otx
    			BumpSampler hei_dt1_11_dt1_plaza\monkey_mosaics_grout_n.otx
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    			Bumpiness 1.00000000
    			SpecularIntensityMult 0.12500000
    			SpecularFalloffMult 100.00000000
    			SpecularFresnel 0.97000000
    		}
    	}
    	Skeleton null
    	LodGroup
    	{
    		Center 1.18386100 -3.62326000 3.30423900
    		Radius 117.54470000
    		AABBMin -76.89402000 -90.27112000 -11.28200000
    		AABBMax 79.26174000 83.02460000 17.89048000
    		High 9998.00000000
    		{
    			hei_dt1_11_dt1_plaza\hei_dt1_11_dt1_plaza_high.mesh 0
    		}
    		Med 9998.00000000
    		Low 9998.00000000
    		Vlow 9998.00000000
    	}
    	Joints null
    	Light hei_dt1_11_dt1_plaza\hei_dt1_11_dt1_plaza.light
    	Bound null <!-- add 'Bound null' here just inside very last bracket -->
    }
    

    Send over your '.odr' if you're still having trouble :thumbsup:





  • @Abrian19
    The formatting of the '.odr' is way off, it should look like this:

    Example:

    Version 165 32
    {
    	Shaders
    	{
    		normal_spec.sps
    		{
    			DiffuseSampler RSN_DC_VentsPipes_0001
    			BumpSampler RSN_DC_VentsPipes_0001_N
    			SpecSampler RSN_DC_VentsPipes_0001_S
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    			Bumpiness 1.00000000
    			SpecMapIntMask 1.00000000 0.00000000 0.00000000
    			SpecularIntensityMult 0.20000000
    			SpecularFalloffMult 15.00000000
    			SpecularFresnel 0.75000000
    		}
    		default.sps
    		{
    			DiffuseSampler OS_ML_WHWall_0002
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    		}
    		default.sps
    		{
    			DiffuseSampler CS1_RSL_ED_wood_0003
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    		}
    		normal.sps
    		{
    			DiffuseSampler cs1_13_garage7\id1_14_rsn_mh_metal_0001.otx
    			BumpSampler cs1_13_garage7\id1_14_rsn_mh_paintedpanel_0001_nrm.otx
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    			Bumpiness 1.20000000
    			SpecularIntensityMult 0.02000000
    			SpecularFalloffMult 10.00000000
    			SpecularFresnel 0.40000000
    		}
    		normal_spec.sps
    		{
    			DiffuseSampler ref_refinerymain4_v
    			BumpSampler sjm_metalroof1_n
    			SpecSampler ref_refinerymain3_v_n
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    			Bumpiness 1.00000000
    			SpecMapIntMask 1.00000000 0.00000000 0.00000000
    			SpecularIntensityMult 0.12500000
    			SpecularFalloffMult 100.00000000
    			SpecularFresnel 0.75000000
    		}
    		default.sps
    		{
    			DiffuseSampler CS1_RSL_ED_STEP_0001
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    		}
    		default.sps
    		{
    			DiffuseSampler cs1_13_garage7\id1_05_rsn_mh_woodpanel_0001.otx
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    		}
    		normal_spec.sps
    		{
    			DiffuseSampler cs1_13_garage7\mc_wood_0001.otx
    			BumpSampler cs1_13_garage7\mc_wood_0001_n.otx
    			SpecSampler cs1_13_garage7\mc_wood_0001_s.otx
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    			Bumpiness 1.00000000
    			SpecMapIntMask 1.00000000 0.00000000 0.00000000
    			SpecularIntensityMult 0.80000000
    			SpecularFalloffMult 40.00000000
    			SpecularFresnel 0.30000000
    		}
    		default.sps
    		{
    			DiffuseSampler RSN_MH_PO1_03_shuuter00001
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    		}
    		default.sps
    		{
    			DiffuseSampler cs1_13_garage7\id1_15_rsn_mh_yellowcorri_0001.otx
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    		}
    		normal_spec.sps
    		{
    			DiffuseSampler cs1_13_garage7\bh1_06_rsn_ql_roof_0001.otx
    			BumpSampler cs1_13_garage7\bh1_17_rsn_ql_roof_0001_n.otx
    			SpecSampler cs1_13_garage7\bh1_17_rsn_ql_roof_0001_s.otx
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    			Bumpiness 1.00000000
    			SpecMapIntMask 1.00000000 0.00000000 0.00000000
    			SpecularIntensityMult 0.12500000
    			SpecularFalloffMult 40.00000000
    			SpecularFresnel 0.75000000
    		}
    		normal_spec.sps
    		{
    			DiffuseSampler IM_Glass_03
    			BumpSampler IM_Glass_03_n
    			SpecSampler IM_Glass_03_s
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    			Bumpiness 1.00000000
    			SpecMapIntMask 1.00000000 0.00000000 0.00000000
    			SpecularIntensityMult 0.12500000
    			SpecularFalloffMult 40.00000000
    			SpecularFresnel 0.75000000
    		}
    		normal.sps
    		{
    			DiffuseSampler cs1_13_garage7\cs1_05_lds_dd_door_garage.otx
    			BumpSampler cs1_13_garage7\cs1_05_lds_dd_door_garage_n.otx
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    			Bumpiness 1.00000000
    			SpecularIntensityMult 0.12500000
    			SpecularFalloffMult 100.00000000
    			SpecularFresnel 0.75000000
    		}
    		default.sps
    		{
    			DiffuseSampler id1_05_RSN_MH_legesSign_0001
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    		}
    		default.sps
    		{
    			DiffuseSampler cs1_13_garage7\dt1_gg_gunwall.otx
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    		}
    		normal_spec.sps
    		{
    			DiffuseSampler cs1_13_garage7\os_mlyt_doors_0001.otx
    			BumpSampler cs1_13_garage7\os_mlyt_doors_0001_n.otx
    			SpecSampler cs1_13_garage7\os_mlyt_doors_0001_s.otx
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    			Bumpiness 1.00000000
    			SpecMapIntMask 1.00000000 0.00000000 0.00000000
    			SpecularIntensityMult 0.12500000
    			SpecularFalloffMult 100.00000000
    			SpecularFresnel 0.75000000
    		}
    		default.sps
    		{
    			DiffuseSampler IM_Guttering
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    		}
    		normal_spec.sps
    		{
    			DiffuseSampler IM_wood_panels_07
    			BumpSampler IM_wood_panels_07_N
    			SpecSampler IM_wood_panels_07_S
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    			Bumpiness 1.00000000
    			SpecMapIntMask 1.00000000 0.00000000 0.00000000
    			SpecularIntensityMult 0.80000000
    			SpecularFalloffMult 15.00000000
    			SpecularFresnel 0.80000000
    		}
    		normal_spec.sps
    		{
    			DiffuseSampler cs1_13_garage7\im_salton_wall_wood001.otx
    			BumpSampler cs1_13_garage7\im_salton_wall_wood001_n.otx
    			SpecSampler cs1_13_garage7\im_salton_wall_wood001_s.otx
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    			Bumpiness 1.50000000
    			SpecMapIntMask 1.00000000 0.00000000 0.00000000
    			SpecularIntensityMult 0.55000000
    			SpecularFalloffMult 20.00000000
    			SpecularFresnel 0.80000000
    		}
    		normal_spec.sps
    		{
    			DiffuseSampler cs1_13_garage7\rsn_dc_roofedges_001.otx
    			BumpSampler cs1_13_garage7\rsn_dc_roofedges_001_n.otx
    			SpecSampler cs1_13_garage7\rsn_dc_roofedges_001_s.otx
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    			Bumpiness 1.00000000
    			SpecMapIntMask 1.00000000 0.00000000 0.00000000
    			SpecularIntensityMult 0.75000000
    			SpecularFalloffMult 50.00000000
    			SpecularFresnel 0.75000000
    		}
    		normal_spec.sps
    		{
    			DiffuseSampler SM_trailerdoor_01
    			BumpSampler SM_trailerdoor_01_N
    			SpecSampler SM_trailerdoor_01_S
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    			Bumpiness 1.00000000
    			SpecMapIntMask 1.00000000 0.00000000 0.00000000
    			SpecularIntensityMult 0.12500000
    			SpecularFalloffMult 100.00000000
    			SpecularFresnel 0.75000000
    		}
    		normal_spec.sps
    		{
    			DiffuseSampler SM_trailerwindows_01
    			BumpSampler SM_trailerwindows_01_N
    			SpecSampler SM_trailerwindows_01_S
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    			Bumpiness 1.00000000
    			SpecMapIntMask 1.00000000 0.00000000 0.00000000
    			SpecularIntensityMult 1.00000000
    			SpecularFalloffMult 30.00000000
    			SpecularFresnel 0.75000000
    		}
    		normal_spec.sps
    		{
    			DiffuseSampler cs1_13_garage7\im_wall_caravan001_blue.otx
    			BumpSampler cs1_13_garage7\sm_wall_caravan002_n.otx
    			SpecSampler cs1_13_garage7\sm_wall_caravan002_s.otx
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    			Bumpiness 1.50000000
    			SpecMapIntMask 1.00000000 0.00000000 0.00000000
    			SpecularIntensityMult 0.80000000
    			SpecularFalloffMult 40.00000000
    			SpecularFresnel 0.80000000
    		}
    		normal_spec.sps
    		{
    			DiffuseSampler IM_SS_Wood001
    			BumpSampler IM_SS_Wood001_N
    			SpecSampler IM_SS_Wood001_S
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    			Bumpiness 1.00000000
    			SpecMapIntMask 1.00000000 0.00000000 0.00000000
    			SpecularIntensityMult 0.80000000
    			SpecularFalloffMult 15.00000000
    			SpecularFresnel 0.80000000
    		}
    		normal_spec.sps
    		{
    			DiffuseSampler DCH_wood_01
    			BumpSampler DCH_wood_01_N
    			SpecSampler DCH_wood_01_S
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    			Bumpiness 1.00000000
    			SpecMapIntMask 1.00000000 0.00000000 0.00000000
    			SpecularIntensityMult 0.70000000
    			SpecularFalloffMult 20.00000000
    			SpecularFresnel 0.80000000
    		}
    		normal_spec.sps
    		{
    			DiffuseSampler IM_Steps_04
    			BumpSampler IM_Steps_04_N
    			SpecSampler IM_Steps_04_S
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    			Bumpiness 1.00000000
    			SpecMapIntMask 1.00000000 0.00000000 0.00000000
    			SpecularIntensityMult 0.80000000
    			SpecularFalloffMult 15.00000000
    			SpecularFresnel 0.80000000
    		}
    		default.sps
    		{
    			DiffuseSampler IM_Door_Trailer001
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    		}
    		cutout.sps
    		{
    			DiffuseSampler IM_wood_Broken_ovly001IM_wood_Broken_ovly001_a
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    		}
    		normal_spec.sps
    		{
    			DiffuseSampler cs1_13_garage7\im_metal07.otx
    			BumpSampler cs1_13_garage7\im_metal07_n.otx
    			SpecSampler cs1_13_garage7\im_metal07_s.otx
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    			Bumpiness 2.00000000
    			SpecMapIntMask 1.00000000 0.00000000 0.00000000
    			SpecularIntensityMult 1.00000000
    			SpecularFalloffMult 70.00000000
    			SpecularFresnel 0.75000000
    		}
    		normal_spec.sps
    		{
    			DiffuseSampler cs1_13_garage7\im_door_trailer003.otx
    			BumpSampler cs1_13_garage7\im_door_trailer003_n.otx
    			SpecSampler cs1_13_garage7\im_door_trailer003_s.otx
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    			Bumpiness 1.50000000
    			SpecMapIntMask 1.00000000 0.00000000 0.00000000
    			SpecularIntensityMult 0.70000000
    			SpecularFalloffMult 20.00000000
    			SpecularFresnel 0.80000000
    		}
    		normal_spec.sps
    		{
    			DiffuseSampler IM_wood_panels_08
    			BumpSampler IM_wood_panels_08_N
    			SpecSampler IM_wood_panels_08_S
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    			Bumpiness 1.00000000
    			SpecMapIntMask 1.00000000 0.00000000 0.00000000
    			SpecularIntensityMult 0.85000000
    			SpecularFalloffMult 15.00000000
    			SpecularFresnel 0.75000000
    		}
    		normal_spec.sps
    		{
    			DiffuseSampler IM_Roof10
    			BumpSampler IM_Roof10_N
    			SpecSampler IM_Roof10_S
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    			Bumpiness 1.00000000
    			SpecMapIntMask 1.00000000 0.00000000 0.00000000
    			SpecularIntensityMult 0.70000000
    			SpecularFalloffMult 30.00000000
    			SpecularFresnel 0.75000000
    		}
    		default.sps
    		{
    			DiffuseSampler sjm_alleystuff3
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    		}
    		decal.sps
    		{
    			DiffuseSampler cs1_13_garage7\os_ml_vnoverlay_0002os_ml_vnoverlay_0002_a.otx
    			UseTessellation 0.00000000
    			SpecularIntensityMult 0.00000000
    			SpecularFalloffMult 15.00000000
    			SpecularFresnel 0.97000000
    		}
    		decal.sps
    		{
    			DiffuseSampler IM_Wall_Overlay03IM_Wall_Overlay03_a
    			UseTessellation 0.00000000
    			SpecularIntensityMult 0.00000000
    			SpecularFalloffMult 15.00000000
    			SpecularFresnel 0.97000000
    		}
    		decal.sps
    		{
    			DiffuseSampler IM_Wall_Overlay03IM_Wall_Overlay03_a
    			UseTessellation 0.00000000
    			SpecularIntensityMult 0.00000000
    			SpecularFalloffMult 100.00000000
    			SpecularFresnel 0.97000000
    		}
    		normal_spec.sps
    		{
    			DiffuseSampler IM_WallExtras01
    			BumpSampler IM_WallExtras01_N
    			SpecSampler IM_WallExtras01_S
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    			Bumpiness 1.50000000
    			SpecMapIntMask 1.00000000 0.00000000 0.00000000
    			SpecularIntensityMult 0.10000000
    			SpecularFalloffMult 5.00000000
    			SpecularFresnel 0.75000000
    		}
    		default.sps
    		{
    			DiffuseSampler IM_WallExtras02
    			HardAlphaBlend 1.00000000
    			UseTessellation 0.00000000
    		}
    	}
    	Skeleton null
    	LodGroup
    	{
    		Center -0.75000000 -0.82666000 -0.00000200
    		Radius 32.09630000
    		AABBMin -31.30884000 -9.37646500 -4.81985100
    		AABBMax 29.80884000 7.72314500 4.81984700
    		High 9998.00000000
    		{
    			cs1_13_garage7\cs1_13_garage7_high.mesh 0
    		}
    		Med 9998.00000000
    		Low 9998.00000000
    		Vlow 9998.00000000
    	}
    	Joints null
    	Light null
    	Bound null
    }
    


  • @Abrian19
    Here is the 'nj01_policestation.odr' with the 'Property "Bound" not found' (& a few other Light/Joints/LodGroup syntax errors fixed also).

    The shader parts still need to be formatted correctly (throws a 'DiffuseSampler' missing error on odr import into OpenIV at the moment).

    Copy the format of the example in my last post & change the texture names (in the DiffuseSampler, BumpSampler etc lines)
    Leave the '.sps' shader names the same as you have them as I presume they are correct? (although they do appear to use different shaders compared to vanilla examples I've looked at)

    Did the '.odr' export to openFormats come out of OpenIV looking the way it does?
    Because the files of your's I have exported have all been formatted correctly (& looking a lot more like my example above).
    Send me the 'nj01_policestation.ydr' if you like & I'll test export it.



  • @Abrian19 hey, have you managed to solve the problem?


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