You're talking about adding a completely new piece to a skin, and a custom skin at that.
That's going to take a pretty in depth knowledge of 3d modeling and rigging.
Of course, all this depending on if the model is locked or not though
You're talking about adding a completely new piece to a skin, and a custom skin at that.
That's going to take a pretty in depth knowledge of 3d modeling and rigging.
Of course, all this depending on if the model is locked or not though
Would also recommend editing all those 4k textures down to 2k or less.
Good computer or not, the Rage engine can only handle so much.
@Jitnaught said in App for converting to gta 5:
@Deadspin The older versions are free because they were always free. Zmodeler 3 was the first to be commercial.
I stand corrected, thank you.
Original point still stands, however. Z3 is beyond cheap.
Why convert when you can create anyway?
If you're too cheap to go legit and pay like $30 for a 3 month license for a piece of software custom made for GTA then maybe modding isnt for you.
Older versions are free because they're for GTA 4 and Oleg doesn't support them anymore.
If it's a brand new piece you need to set it up properly as well, riggable and affected by bones in the properties.
Also, if you copy weight from one head to another you get that closed mouth stuff. Never copy weight on a head.
Rig it piece by piece.
Zmodeler 3 is the cheapest thing out there, just pay the $8 USD for a month and go.
Use zmodeler to edit vanilla game physical models.
Zmodeler can also import an object file exported from 3ds and export it as a yft.
The ymt identifies drawables, the amounts of textures available to those drawables, what the skin color of the texture is, a group of configs that allows the game to properly randomize the skin settings and then individual props and how many textures they have.
It's a very convoluted and messy document but reads well once you understand it.
Adding drawables without adding them to the randomization code will cause your game to crash when the engine attempts to spawn and randomize said skin.
GTA is also overly anal about file name conventions though the peds. In a previous example in this thread, duplicating the item hash and then the texture is the exact wrong way to add new drawables to a skin. When you tell the game to look for a second drawable (where there may have only been one "shirt" before) that doesn't physically exist on the model, its never going to work properly.
Just renaming a texture to uppr_diff_002_c.uni isn't enough either.
A: because gta files start at 0. So if this is the second drawable it's not #2, it's #1.
B: like files, textures start at A and go on from there. So you'd need to name it uppr_diff_001_a.uni and then upload it. However, it still won't work, because adding the new component to the ymt means nothing if you don't build it into the model itself in zmodeler. Its not just magic'd into the game.
What kind of edit?
If it's just the texture, OpenIV and photoshop will get you there.
If it's the model, a licensed copy of zmodeler 3, OpenIV and photoshop.
No real tutorials.