@Reyser Yes, You are correct. This could "solve" his problem (although, masking one problem with another). My mods are always L0 (mostly SA conversions + insufficient usage of 3DS) and I do "mask" the loddistances - just I don´t spawn them in traffic...
HRH
View profile on GTA5-Mods.com »
Occasionally having fun in zModeler3, creating automotive art...
Posts made by HRH
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RE: Vehicle Loading Problemposted in General Modding Discussion
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RE: Vehicle Loading Problemposted in General Modding Discussion
@Mahesh-Dahampath check loddistances in vehicles.meta. Try putting the first number in row onto all others under it.
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RE: Importing A Car For The 1st Time (Q's)posted in General Modding Discussion
@Namie243 Remember, these things take a lot of time to learn, it is mostly test&try to achieve symbiosis between things and to learn shortcuts. Part in Your text: "I don't know what to model, but I want to" lures me away from here, if I am completely honest. I don't want to sound rude in any way, but I really suggest to get some ideas first, which appeal to You personally. I, for example, had about 1000 ideas when I played with buggy mods and it was easier for me to start learning the techniques. I imported my favourite cars and started to spoil them for a few months before I slowly got my hold.
I have sit in zModeler for around 2000h now and I can convert absolutely any vehicle from any game by knowing the simplest of facts about random triangles and other random triangles both being triangles...
Good Luck!
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RE: need help with zmodelerposted in General Modding Discussion
@xRaisin Include the hubs and then put wheel physically into right place. After that, reset axes to world, then center axes again, then copy axes from physical wheel to [wheel_lf] dummy. You can now compound the [wheel_lf] again, should work 100%. Rim is not showing (if I am making 1+1) because material is not vehicle_tire
Oh and You might wanna go in front view and align vertically all the other wheel dummies (on driver side), if You managed to move them without knowing.
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RE: [VEHICLE][W.I.P] Pro Mod '57 Chevyposted in Releases & Works in Progress
Super cool stuff! If You need any help, feel free to ask.
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RE: What each file does yft - ytd - _hi.yftposted in General Modding Discussion
.yft is a model file containing all LODs.
_hi.yft is a model file containing only LOD0.
.ytd is a file, where all the textures are stored.Handling settings are in "handling.meta", search in OPENIV for that file and when You open it, search for Your car name there. You can create Your own handling in that way.
For editing the handling.meta, You need to drag that file onto Your desktop and open with notepad. Later just drag it back into the program
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RE: Audi RS6 DTM Jon Olsson Bodykit + more Jon Olsson creative worksposted in Requests
http://jon-olsson.com/r-i-p-rs6-dtm/
Why do You request it, when there are at least 2 versions of it?
http://maniamods.ru/load/cars_for_gta_5/audi/audi_rs6_dtm_add_on/803-1-0-4856
http://maniamods.ru/load/cars_for_gta_5/audi/2015_audi_rs6_add_on_abt_tuning/803-1-0-4290 (I only recall, I don´t remember exactly, but I think it had the Olsson livery as well)... -
RE: [VEHICLE][WIP]China Presidential Car (Hongqi L5)posted in Releases & Works in Progress
Ultra high exterior+interior means excessive amounts of polygons, which is not that "needed", just high quality would do great and You most probably wont even notice that!