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Tuning parts how to pre apply them on model before spawn and spawn oversized YFT car?



  • Hey guys, maybe someone of you know it. Is there any chance to pre apply visual parts to car before it spawns?
    I mean i got car model which have holes in it cuz he is on tuning parts

    screenshot

    https://imgur.com/xrEkbU0

    2nd question

    How to spawn oversized car, my got 16 664KB and it don't want to spawn even if YTD is splitted to loading textures.

    screenshot

    https://imgur.com/nfwVwp5



  • Hi, for the first question, i'm in same problem like you, can't find a way do make this arc part to be applied when the car spawn via trainer or finding in city (for replacing vanilla cars)
    https://i.postimg.cc/pT7qKWwJ/fafa.png
    https://i.postimg.cc/Hny3zGHD/fafa1.png
    Maybe @a63nt-5m1th can help us, I tried with his tutorial to edit vehiclemodelsets.meta but without succes, is not working in game.
    For the 2nd question, try to resize 4k or 2k textures to 1024x1024 or 512x512, i don't know if you can split the .ytd files in 2, if it work, the name you used like xxxx21 and xxxx22 won't work, the game won't recognize the .ytd file to be one, and be two different .ytd files, cause have different names



  • @geonfsmw @Zaqao
    Just so it's clear to everyone, using 'vehiclemodelsets.meta' to spawn a vehicle in specific locations with specific upgrades will work if the vehicle is spawned using a vehiclemodelsets scenario (ie if it's name & required data is entered within the '<ModelSets>' section of 'vehiclemodelsets.meta), but it will not work if you manually spawn the vehicle with a trainer etc. For spawning with a trainer, the method to use is to spawn the vehicle, apply the upgrades you want & then save the vehicle in a trainer again (I use ENT, but any half decent trainer should have the same functionality). Next time you manually spawn it, it will spawn with your previously chosen upgrades already applied.

    @geonfsmw
    If the above doesn't answer any of the questions you have, share a link to the vehicle in question & send it to me, either here or PM/DM me it etc. As long as the model isn't broken, or funky in some way, I'll figure out what needs to be put in 'vehiclemodelsets.meta' to get it to spawn how you want :thumbsup:
    After that, it's just a matter of choosing what vehiclemodelsets scenario/s you want it to spawn in, but that's a pretty simple process of copying & pasting it where you want within 'vehiclemodelsets.meta'.

    @Zaqao
    Usually not as effective as simply reducing the size of textures in a vehicle's '.ytd', but another way to potentially reduce the size of a vehicle's '.ytd' somewhat, is to move as many of the shared/interchangable textures as possible to 'vehshare.ytd'. Obviously, you don't want to bloat 'vehshare.ytd' up to a huge file size either, but you'll often find that multiple different vehicles use textures that are interchangable & therefore no need to have multiple copies of them in different '.ytd's taking up unnecessary space etc.
    Say, for example, multiple different vehicles use a pure black texture called 'black' etc (doesn't matter if they are diffferent sizes if texture is just one pure colour). You can remove that from each of the vehicle's '.ytd's, place a small (32x32 etc) pure black texture in 'vehshare.ytd' & they will use that instead. If you want to maximise the effect of this, you could also export a vehicle's '.yft' to XML ('.yft.xml') using Codewalker & edit the names of the textures used to be the same as multiple other vehicles (say, for example, two different vehicle's use a pure black texture, but they are named differently in each of the vehicle's '.ytd's etc)
    Another one to look out for is if a mod author has placed a texture that already exists within 'vehshare.ytd' into the vehicle's '.ytd'. Unless it is edited to be different for that specific vehicle, there's no need for that, just delete it & have it use the one in 'vehshare.ytd' instead :thumbsup:


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