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Problem with dials



  • Hi everyone!

    After releasing my first (and to this day, only) GTA V car mod in 2016, without dials or a working steering wheel, I've decided to not release any more cars until these two basic things are included. Shouldn't be too hard, right? So I started working on a 1996 Buick Roadmaster, and the steering wheel works perfectly fine. But I can't seem to get the dials showing up, and I really don't know why. And since I've decided to go back to modding and release some more cars this year, I really want to find out how to fix this issue.

    Basically, here's what I've done so far. Sorry if I can't remember each step in detail, it's been almost a year. After trying and failing multiple times with my own dials, I imported the Cavalcade, took its dials model and the surface behind the dials with the speedometer and so on. I took the car as it was in GTA V, and changed nothing but the position of the polygons. The pivot is the same aswell, and of course, I left the material and everything else untouched. The dials texture is embedded in the stanier_hi.yft file (might this be the problem?). It also shows perfectly fine in zMod and Open IV, but ingame, it's just not there. All I did after that was changing the necessary entry in the vehicles.meta to the Cavalcade dials, since the Stanier uses the Taxi dials.

    So, can anybody help me on this? I really don't know what else to do. Did I do something wrong? Did I miss something? Any help is much appreciated.

    Thanks a lot everyone!



  • check in material explorer that the dial material itself is at the very top of the list, this way you avoid any material that requires alpha is on the way, the materials need to be listed from the deepest layer to the most superficial one, example:
    Suppose the next 4 materials all use alpha, their numbers is how deep they are regarding to mesh placement(with this i mean, meshes using these materials are overlapping themselves for some reason)
    -Material 4
    -Material 3
    -Material 2
    -Material 1

    Where material 4 is your dial texture and materials 3-1 are meshes on top of it that use...i dont know, lets suppose glass(transparent) texture.

    If you do this and still cant see your dials, now the problem is on hierarchy, dials cant be higher in hierarchy than chassis itself, so if you have whatever that is overlapped on your dials attached to chassis, either attach it to bodyshell or delete it, now you will be able to see your dials





  • @Vans123 said in Problem with dials:

    check in material explorer that the dial material itself is at the very top of the list, this way you avoid any material that requires alpha is on the way, the materials need to be listed from the deepest layer to the most superficial one, example:
    Suppose the next 4 materials all use alpha, their numbers is how deep they are regarding to mesh placement(with this i mean, meshes using these materials are overlapping themselves for some reason)
    -Material 4
    -Material 3
    -Material 2
    -Material 1

    Where material 4 is your dial texture and materials 3-1 are meshes on top of it that use...i dont know, lets suppose glass(transparent) texture.

    If you do this and still cant see your dials, now the problem is on hierarchy, dials cant be higher in hierarchy than chassis itself, so if you have whatever that is overlapped on your dials attached to chassis, either attach it to bodyshell or delete it, now you will be able to see your dials

    Thanks a lot, that actually was one problem. But now, it looks like this:
    alt text

    It's just the texture with no working dials. Could it be that this happened because the dials texture is also stored in the stanier_hi.ytd?

    Also, on a side note, is there a way to get the mirrors working? Or is chrome the best alternative for that? Forgive me if this might be a beginners question :D



  • @Chezy that problem happens because you are not using the correct shader for them. My best advice is to import stock V car and delete all the shaders zmod imports from them but the one used for dials. Then just replace the detail texture for the dial one you want to use.
    Its never a bad idea to include the texture in your .ytd

    now check your vehicles.meta, check the dashboard type is the same from the car you are using the dials from and at the very bottom of the file, check you linked the generic directory to your car(according to the dial texture needed)

    About the mirrors, use vehicle_mesh shader, with full black diffuse and full white specular+flat normal, that way you will get maximum reflective mirrors.



  • @Chezy Use the black texture as a specmap from vehshare. It will become transparent, except for the needle.



  • @Vans123 said in Problem with dials:

    @Chezy that problem happens because you are not using the correct shader for them. My best advice is to import stock V car and delete all the shaders zmod imports from them but the one used for dials. Then just replace the detail texture for the dial one you want to use.
    Its never a bad idea to include the texture in your .ytd

    now check your vehicles.meta, check the dashboard type is the same from the car you are using the dials from and at the very bottom of the file, check you linked the generic directory to your car(according to the dial texture needed)

    About the mirrors, use vehicle_mesh shader, with full black diffuse and full white specular+flat normal, that way you will get maximum reflective mirrors.

    @AHK1221 said in Problem with dials:

    @Chezy Use the black texture as a specmap from vehshare. It will become transparent, except for the needle.

    That's really strange, because I already do both of these things and it still looks like on the screenshot. I mean, as I said, the first thing I did was importing the Cavalcade and putting it's dials on my car as they were, without changing the material, shader or anything. Any other ideas what the problem could be?


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