props texture problem
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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.
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.
I'd like to know how can I solve this.
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@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
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@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
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@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.
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@a63nt-5m1th http://www.mediafire.com/file/1eb8pdx4dbxzcxm/file here are the files
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@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 restAlternatively, 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
).
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:"
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@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.
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@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.Example:
'nj01si_dwntwn27.ydr'
'nj01si_dwntwn27.ytd'
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@a63nt-5m1th I changed the name but nothing happens, the textures are not fixed. I'm using addonprops, can be a problem there?
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@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?
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@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.
here is how my cmd prompt chat looks like when I convert a .wdr prop to .ydr.
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@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
Instructions here if not:
Useful info in this thread also.
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@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.
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@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).
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@a63nt-5m1th I got win 7 so it doesn't work either. Thank you for helping me anyway
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@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
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@a63nt-5m1th that was the only tool that worked for me. And yes, I tried with both gta 5 and 4 shaders
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@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.
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@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.
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@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
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@a63nt-5m1th it tells me the same thing
http://www.mediafire.com/file/7yn9lnjijft60dg/nj01_policestation.rar/file here's the .odr
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@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 }
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@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.
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@Abrian19 hey, have you managed to solve the problem?