@katysz sure, if you have a program that reads .yft (like zmodeler). you can export it as ydr afterwards. Perhaps consider making a custom model instead of placing vanilla props.
Headshots_Ops
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Posts made by Headshots_Ops
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RE: [Help] CodeWalker objects not scalling in gameposted in General Modding Discussion
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RE: [Help] CodeWalker objects not scalling in gameposted in General Modding Discussion
Those concrete blocks are probably fragment models. You can check by checking the file extension (.yft).
Only .ydr models can be scaled in ymap. -
RE: [SCRIPT] [RELEASE] [WIP] - Grand Theft Spaceposted in Releases & Works in Progress
oops sorry i got confused haha
@Unknown-Modder is what i meant
So the question was what limits will be cracked with the release of the mod?
Thanks
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RE: Retro Five! - Glorious 1950s LS!posted in Releases & Works in Progress
@wapster
I don't think they would bother if we did that, I don't see them making a sequel to the franchise anytime soon.
Also if that were done, the buildings would need an overhaul in regards of textures if not details of the model itself. So they wouldn't be directly ripped models from noire anymore.
The problem however is getting the models, I've tried to get some assets before but the available tools are so limited that using a 3D ripper would be the only option. 3D ripper doesn't work very well with LA noire so alot of manual work would need to be done. But it certainly is not impossible.