How to replace shoes so that shoes with heels are not "flattened"?
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Help me please. If I want to make more shoes with heels (for a female Free Roam character), then I need to replace other shoes without heels (because the number of standard heels either ran out or has few textures to replace). If I replace one heel with another, then the shoes are displayed normally. If, for example, I replace sneakers with heels, then you get ridiculous slippers
(I'll attach a screenshot for clarity)How to deal with it?!
h---ttps://imgur.com/a/b6tRFuw (delete the "---") - screenshot
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Heels for MP females come in two versions 'R' and 'U'. There are only a set number of slots for 'R's' and you can't replace a 'flat R' with a 'Heel R' without it being 'flat'. 'R's and U's' are not interchangeable so don't bother trying to change the letter when renaming them. Some modders put out heels based on 'U' versions for 'R' slots. They say it works, I've never gotten it to. So, for any heels that are 'R's' you'll have to replace the heels in 'R' slots in the DLC's. However, 'U' heel versions have an out if you use the MP Clothes or the More Clothes Slots for MP Female mods. It's a 'dumb' workaround, but better than nothing. After installing either (or both mods) place the 'U' version heels in the 'feet' slot (don't forget to follow the numbering instructions.) Once done you'll have to scroll 'backwards' from the 'vanilla' shoes (feet 001) to the numbered shoe you installed. For some reason, doing this will maintain the heel height up until you get to the vanilla shoes where it will 'break' and go back to normal. Keep in mind any 'flat' shoes you have in that list will also be raised to heel height. Also, do this 'AFTER' you put on any 'P' accessories (hats, glasses, earrings, watches, bangles.) These accessories break the heel height and you'll have to go through your list again to get the heels to work. This only works with 'U' version heels. 'R's' won't render in these two mods. Now, if we can just get modders to stop making so many 'r' versions there would be more variety and hopefully the makers of these two mods will figure out how to improve this so it's not just a glitch.
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@RadiantBrood The high heels are controlled by a flag value inside the ped's .ymt file. I would show you but I'm not at home for now, will show you next week however when I get back. You can however export ig_amandatownley.ymt to XML format with CodeWalker, check the flags of shoes and one of them will have a different flag than others ( Instead of 0 0 0 0 , it will have something like 0 63 168 .. like something like that. The numbers I can't quite remember exactly).
If you use these numbers in the .ymt file, any shoe you add them will levitate the body above the ground and act like high heels.
@iammistahwolf The Rs and Us are actually a quite useless and meaningless things made by rockstar. I myself never understand the logic of needing something as dumb and useless like this but I tell you what they are exactly. It is no wonder why so many people don't know about this, even many ped creators have no idea at all nor to make a proper .ymt . That is why in many ped mods you download you are having 50 clothing slots with 50 texture slots each while the ped only has 2 or 3 models and a few textures in each if not just 1 ..
Anyway, U means universal/unisex . The way it is being used as, or what it determines is for example a watch that can be used for both males and females. It is determined as unisex . Also a cloth that doesn't have any skin parts on it for example a jacket only as a jacket uses U which means universal.
What about the R? Well, the Rs are meant for skin color codes and ped nationality. Every ..._u.ydd model reads only ..._uni.dds/ytd textures. But ..._r.ydd models reads multiple texture codes for example _whi.dds/ytd , _bla, _pak , ... There are about 6 skin color codes if I remember correctly. If the ped is white, then the arms, legs, body, hand etc having _whi code. Also the clothes that has skins attached to them (for example a sweater with arms attached) having _whi code this time. If the ped is black then the code is _bla , _pak for pakistani or represents indians (or maybe there was another code that was representing indians perhaps I don't remember).Inside the .ymt file, these codes are represented with numbers instead of letters. If the propmask value is below 17, then the tex ID value has to be 0 which means _uni. If the propmask value is 17 and above, then the tex ID value has to be above 0. 1 means white, 2 is black, 3 latine ...
As you can guess at this point, the color codes in the file names and the values in the .ymt files have to match. If they don't match, then the selected cloth will be invisible in game. Kinda a dumb and useless thing, but this is your rockstar at it's finest, afterall, ain't that the best thing they do...
Edit: The only thing can come to my mind is perhaps they wanted to add ped description to police scanners. For example when you get wanted the dispatch saying "Suspect is white male..." or "Suspect is black female...". and maybe this ended as a cut content as many other amazing things shared the same ending, and the clothing color codes left without a use or purpose.
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"The Rs and Us are actually a quite useless and meaningless things made by rockstar. I myself never understand the logic of needing something as dumb and useless like this but I tell you what they are exactly. It is no wonder why so many people don't know about this, even many ped creators have no idea at all nor to make a proper .ymt . That is why in many ped mods you download you are having 50 clothing slots with 50 texture slots each while the ped only has 2 or 3 models and a few textures in each if not just 1 .."
@Aurora11 Agreed. The most likely answer is 'R' never took modders into account when they built the core of the game. The mere fact all they've done with clothes for each DLC is rehash the same forms with slightly altered textures and that they still think their primary demo is '13-year-old boys' hence the sad amount of clothing and accessories available for MPF characters. That's good news about the heel fix you mentioned. On that line, I've had the weirdest deal with MP Clothes and textures for 'uppr's' and 'lowr's'.
Using MPC, I've input various uppr's and lowr's to create variable body types for MP characters (something 'R' never bothered with.) Strangely enough, textures for all the other character parts (hair, feet, etc.) the textures render just fine. But for some weird reason, only lowr's and uppr's generally don't render the textures. Now that said, 'nude' versions either won't render at all or render textures upon spawning or selection via a trainer (I generally use Menyoo.) But, when I select 'skin tones' from the 'mother or father' list and select a 'vanilla' type uppr, then go back to the one I wanted, it will render both the body part and the proper texture.
Clothing lowr's are pretty much broken in the mod as only about 4 lowr's from different modders load without issue. Anything else, even vanilla versions all have the 'flesh' texture or whatever texture from the previous loaded texture was. I've tried every suggestion from changing the texture name and others all which does not work. The one thing I've found is the game is trying to match the body part number with the texture number. What's weird is whatever the body part's orignial number is, that's what the broken ones try to match up. Stranger still, even when matching all numbers up (i.e. 'lowr_007_r.ydd' to 'lowr_diff_007_a_uni.ytd'), the lowr still goes 'meat' texture. I've discussed this with the mod creator at length and he can't figure it out. It's worse with the 'More Clothes' mod as it will only render the head, hair, 'p' accessories, 'jbib's' and 'feet.' None of the workarounds to get textures to work have any effect with that mod.
You seem to have a grip on how this stuff works. Perhaps you have an idea what's happening?
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@iammistahwolf I'm not exactly sure did I properly understand but from my understanding, you are saying if you rename lowr_007_r.ydd to for example lowr_008_r.ydd the game is still using the lowr_diff_007_a_uni.ytd.
Well normally, it shouldn't. But you need to match the number of in the .ydd name with both .ytd name and also the .dds name inside the .ytd.
So to give an example your files should be renamed like this;
lowr_007_r.ydd to lowr_008_r.ydd
lowr_diff_007_a_whi.ytd to lowr_diff_008_a_whi.ytd
Then open the lowr_diff_008_a_whi.ytd you just renamed and;
lowr_diff_007_a_whi to lowr_diff_008_a_whi (These have hidden .dds extension when you open the .ytd file with OpenIV. OpenIV won't show it but you can see them if you extract the texture, so no need to add .dds to the texture name if you are editing in OpenIV).The one thing I noticed however in your file names (assuming those are the exact names and they are the exact files you are talking about), if the model file has _r.ydd at it's name, then the .ytd and .dds files must have a skin color code like (whi, bla, lat ...) in their names as well. If the model file has _u.ydd at it's name, then the .ytd and .dds files needs to have uni in their names instead of those skin color codes.
So that might be the issue you are having.If you match all these properly, they will show up fine in game. However they won't show up fine in OpenIV unfortunately when you open the .ydd file. If you want them to show up fine in OpenIV as well, you need to right click the .ydd file and Export it to open formats. Select where to export. It will create a folder and a file with .odd extension. Open the folder and open the .odr file inside it preferably with Notepad++ . Then you need to rename lowr_diff_007_a_whi to lowr_diff_008_a_whi as well.
If you want to rename the normal and specular map textures as well, you can rename their numbers too but don't forget to rename them inside the 2nd folder as well, along with the .otx files.
Once all is done, drag and drop the .odd file to OpenIV and it will import the model with it's new data, as a result OpenIV will also see the correct texture when you open the .ydd model.
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(These have hidden .dds extension when you open the .ytd file with OpenIV. OpenIV won't show it but you can see them if you extract the texture, so no need to add .dds to the texture name if you are editing in OpenIV).
Here's the thing for me. As the 'mod user' I should not have to 'clean up' someone else's work so I can use it. I should not have to go digging around for 'buried .dds' files. That's $#!% quality control the modder should have worked out.
I am aware of the 'whi' factor and how it affects the lowr's and uppr parts. It's just annoying that those parts are the one's flipping out. You did bring up a solid point though as I see it's that factor at the heart of why there's problems with the MPC mod rendering the textures properly. What I don't get is why isn't it also happening with 'shoes' as well? What's also weird is some uppr's and nude lowr's in the right combination will render in just fine. Upon spawning, the uppr will be a base color (purple, yellow or white). After going into Menyoo or another trainer and altering the 'skin tone', the proper texture will render in and the lowr will also adjust if it is in 'meat mode.' Others have had this problem and I'm sure they don't have the diverse set of body parts I use so it's in the mod itself.
Thanks to people like you I'm definitely learning more of how all this stuff works.