@Smallo
You have to convert the gta IV version gonna ytyps to gta V ytyps I forget exactly off the top of my head... do you have discord?
Posts made by skylumz
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RE: Issues with Texturesposted in General Modding Discussion
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RE: Issues with Texturesposted in General Modding Discussion
@meimeiriver Exactly what he said! Make sure in your YTYP where it says <textureDictionary>"PLACE THE CORRECT TEXTURE DICTIONARY NAME IN HERE"<textureDictionary>
You want to place the correct one in there. Also when converting LC your gonna have to learn how to setup gtxd.
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RE: Issues with Texturesposted in General Modding Discussion
@Smallo that’s not the correct way to do it also your ytyp prolly not right either.
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RE: Help creating a map as a Add-Inposted in General Modding Discussion
@Derpy-Canadian
It’s not really what you said but rather how you said it. No problem though I’m sure you meant no harm -
RE: Remove object from Maps Definetivelyposted in General Modding Discussion
@meimeiriver you don’t need permission m... discord is a gaming chat program half the modding community is out there man. your really involved with the site I know you would like to discord, make an account and join the 5 mods server and bro you will be able to talk to everyone! Literally most the community is on there.
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RE: Remove object from Maps Definetivelyposted in General Modding Discussion
@meimeiriver
Do you have discord so we could chat more? -
RE: Delete object from his original ymap fileposted in General Modding Discussion
@Riky96 prolly cause you didn’t replace all the ymaps needed to Ben replaced
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RE: Issues with Texturesposted in General Modding Discussion
@Smallo
Gtxd... also what did you use to convert it?P.S please make your topics with something more specific
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RE: Locating a Lodposted in General Modding Discussion
@ProMotivated You can use codewalkers and the “selection info” panel - https://www.gta5-mods.com/tools/codewalker-gtav-interactive-3d-map
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RE: Remove object from Maps Definetivelyposted in General Modding Discussion
@meimeiriver Very interesting concept you got there.... makes me wonder quite some stuff... do you have discord?
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RE: Models(check)Texures(check)in gta5(uncheck)HELPposted in General Modding Discussion
@ProMotivated Before asking how to do this and that please always look at your resources that you currently have available I have made a tutorial for converting a model to GTA V format. You can view that here -https://forums.gta5-mods.com/topic/17815/official-map-modding-tutorial-part-2-making-a-custom-ydr
Also please name your topics to something resonable...
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RE: Help creating a map as a Add-Inposted in General Modding Discussion
@Derpy-Canadian No need to be rude.
@stripcheese If you view the “tutorials” section you will see I have made a tutorial on exactly this - https://forums.gta5-mods.com/topic/17754/official-map-modding-tutorial-part-1-setting-up-a-dlc-pack -
RE: Can someone Help me please? .Ymapposted in General Modding Discussion
@GabrielMagalhães
I just read this whole discussion, and no offense it was a waste for them to try to help you when you didn’t know what ou needed help with in the first place. Now you are already on the forums... you should know an be able to see the “tutorials” section. Anyways I have started to make a tutorial series for map modding here - https://forums.gta5-mods.com/topic/17754/official-map-modding-tutorial-part-1-setting-up-a-dlc-pack -
RE: Official Map Modding Tutorial (Part 4) : Making a custom .ybn!posted in Tutorials
@Dekurwinator I wonder why it still worked I will update the thread to let people know to use that... so odd. Also do you have any idea why gta V uses quaternions instead of vector 3's?
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RE: Official Map Modding Tutorial (Part 4) : Making a custom .ybn!posted in Tutorials
@DarthPungz Thanks
@Dekurwinator Odd the .ybn seemed to work still... how are you converting it ? -
Official Map Modding Tutorial (Part 4) : Making a custom .ybn!posted in Tutorials
Background Info:
Skylumz back again with another map modding tutorial. In this tutorial I will be teaching you how to make custom static collision aka .ybn! This is different then embedded collision like I showed in part 2. Static collision loads a lot different and is overall better to use. Its pretty simple so lets get started!REMEMBER TO CHECK OUT MY PREVIOUS TUTORIALS BEFORE DOING THIS ONE
- Part one: https://forums.gta5-mods.com/topic/17754/official-map-modding-tutorial-part-1-setting-up-a-dlc-pack
- Part two: https://forums.gta5-mods.com/topic/17815/official-map-modding-tutorial-part-2-making-a-custom-ydr
- Part three: https://forums.gta5-mods.com/topic/18057/official-map-modding-tutorial-part-3-making-a-custom-ymap
Programs we will be using for this tutorial:
- Gims EVO https://www.gta5-mods.com/tools/gims-evo-with-gta-v-support
- 3DS Max https://www.autodesk.com/education/free-software/3ds-max
- Open IV https://www.gta5-mods.com/tools/openiv
Making a custom .ybn
Step One:
So for this tutorial I will be using a building I converted that doesn't have embedded collision and making custom .ybn for it. Now making custom .ybn is just as simple as making embedded collision you just have to set it as the parent instead of the actual model. This will make since later on. Alright first to start import the model you are working with into GIMS EVO. Now you want to make the collision material to do this just click the material editor (this part is the same as step five in making embedded collision for a .ydr):
Now once in the material editor you will want to click the shader type:
Like so, then select GIMS V Material for example:
Next, you wanna select the group and material type. For this example I want the cube to be like concrete:
Next, you wanna select the collision object and click apply material to selected object like so:
Making the collision material is done. Dont forget to drag and drop this material onto your collision model.Step Two:
Now you want to make a model composite this is fairly simple all you have to do is go into GIMS EVO and click Create Object > Collisions > Composite, then click the scene view and you will want to name this composite to the name of the .ybn you want it to be. Like so:
Step Three:
Now select the collision model and go into GIMS EVO and click Create Object > Collisions > Mesh : Modifier, this will apply a mesh modifier to your model you will want to set up all the flags to the model like this:
REMEMBER TO SELECT THE COLLISION MODEL WHEN DOING THE STEP ABOVE!Step Four:
Next step is to go into the schematic view and parent all the stuff using the link button you will always want it to be set up like this:
Step Five:
This is the most important step your gonna want to go to your .ymap that contains this mesh's location and select the collision model and then move it to the location that the ymap says, like so:This is the ymap your gonna want to copy the position and rotation into 3ds max for the MODEL not the COMPOSITE! Like this:
position
rotationREMEMBER DONT MOVE THE COLLISION COMPOSITE JUST THE MODEL/MODELS FOR THE STEP ABOVE
ALSO YOU NEED TO MAKE ROTATION CALCULATIONS FROM QUATERIONS USING THIS WEBSITE = http://quaternions.online/
Step Six:
Export from GIMS EVO then Import into OpenIV next to the model and your all done!
Conclusion:
I hope you enjoyed the tutorial and it made since. Remember Ybn's dont need any external file to be loaded only thing needed is the correct location and rotation when making it. Also needs to be in a .rpf that the game will read.Extra Notes: If you want a single .ybn to contain multiple models you just enter each models position and rotation then child that to the parent child composite just like in step four. I also would use metric units because that is what GTA V uses. I hope this helped and have a good day
!
IF YOU NEED HELP BEST WAY TO CONTACT ME IS THROUGH DISCORD YOU CAN JOIN MY MAP MODDING SERVER HERE : https://discord.gg/7xbYQaN Your always welcome dont be afraid to join!!
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RE: Official Map Modding Tutorial (Part 3) : Making a custom ymap!posted in Tutorials
@DarthPungz Anything to help the community and spread the word!! Thanks
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Official Map Modding Tutorial (Part 3) : Making a custom ymap!posted in Tutorials
Background Info:
Back again with part 3. This one will show you how to start making your own custom ymap and spawn the custom .ydr you created in part 2 with codewalker.REMEMBER TO CHECK OUT MY PREVIOUS TUTORIALS BEFORE DOING THIS ONE
- Part one: https://forums.gta5-mods.com/topic/17754/official-map-modding-tutorial-part-1-setting-up-a-dlc-pack
- Part two: https://forums.gta5-mods.com/topic/17815/official-map-modding-tutorial-part-2-making-a-custom-ydr
Programs we will be using for this tutorial:
- Codewalker https://www.blender.org/download/
- Ytyp Generator https://www.gta5-mods.com/tools/gims-evo-with-gta-v-support
- Open IV https://www.gta5-mods.com/tools/openiv
Making a custom map using the custom .ydr created
Step One: The first step you want to create a .ytyp for the object. All you need for this is a program I made. You can read the instructions on how to make a .ytyp for an object. All you need to do is open the .odr (we will be using CubeExample.odr) and calculate BB's then Import them and change the flags to 32, make sure to check embedded collisions and then name the ytyp file to something meaning full. Here is the CubeExample done:
Now click create and then your done. Take that ytyp file created and set it next to the .odr used to create the ytyp. The last thing you want to do is go to the content.xml under the dlc.rpf and add in these new lines:
Replace the name that is highligted with the name of the .ytyp that was generated.Step Two: Next just put the .odr and the .ytyp in the "models.rpf" that was created when setting up a dlc pack for map modding. Like this:
Step Three: Next you need to download this _manifest.ymf from here: https://ufile.io/9cn4e Just place that inside the "models.rpf" next to the ytyp. should look like this:
Step Four: Open codewalker you will see the gtaV world start to render. Next you need to click the little << in the corner and one by one enable mods and dlcs. Like so:
Step Five: Now just click tools... and select project window then you will see a new window popup it should look like this:
Step Six: Now click file >new > ymap file and you will see this load:
Now just select the map1.ymap and in the toolbar click ymap > new entity it should then show this:
Now all you have to do is where it says "Archetype:" type in your custom ydrs name for this we will be using CubeExample (MAKE SURE IT IS LOWERCASE) Like so:
Now you will see in the background your object loaded in. You can now move around to view it better.
Now just click T and you will see a tool bar pop up:
Now you can move/rotate/scale the object with them buttons and place it where you want it in the world when you have it in a suitable location in the world click the map1.ymap and click "Calculate Extents". Like so:
Step Seven: Once that is done you can click file > save Map1.ymap as... And save it to a location where you will remember you can name it whatever you want for this tutorial I will use "cubeexample". Here is what it looks like done:
Step Eight: After that click the "new codewalker project and the "manifset" tab and then click generate, you should get something like this:
After that you want to copy all that stuff generated and go into openIV where the _manifest.ymf is and paste all that data in and save it. Once done it should look like this:
Step Nine: Place the .ymap inside the "models .rpf " and thats it. Once all complete the models.rpf sshould look like this:
Conclusion: Time to test. I placed the cube right in front of franklins house so I could see it really quick, here is a screenshot:
Extra Notes: Never forget your _manifest.ymf or the ymap will not be loaded.IF YOU NEED HELP BEST WAY TO CONTACT ME IS THROUGH DISCORD YOU CAN JOIN MY MAP MODDING SERVER HERE : https://discord.gg/7xbYQaN Your always welcome dont be afraid to join!!
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RE: How hard is it to convert 3D Models to GTA 5?posted in General Modding Discussion
https://forums.gta5-mods.com/topic/17815/official-map-modding-tutorial-part-2-making-a-custom-ydr
this is a tutorial I wrote teaching how to make a custom .ydr I would suggest going to part 1... unless you are trying to put them on a vehicle you have to use zmodeler 3. Plenty of tutorials on youtube! @MrCool
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Official Map Modding Tutorial (Part 2) : Making a custom ydr!posted in Tutorials
Background Info:
Whats up modders back at you with my second tutorial for gta V map modding. In this one we will be making a custom .ydr. The next tutorial will show you how to add it in gta V.REMEMBER TO CHECK OUT MY PREVIOUS TUTORIALS BEFORE DOING THIS ONE
- Part one: https://forums.gta5-mods.com/topic/17754/official-map-modding-tutorial-part-1-setting-up-a-dlc-pack
Programs we will be using for this tutorial:
- Blender (or your preferred modeling program) https://www.blender.org/download/
- Gims EVO https://www.gta5-mods.com/tools/gims-evo-with-gta-v-support
- 3DS Max https://www.autodesk.com/education/free-software/3ds-max
- Open IV https://www.gta5-mods.com/tools/openiv
Making a custom .ydr
For this tutorial we will be converting a cube model into .ydr because I want to start out with something simple. For more complex objects its more or less of the same. I will be showing you how to make it from blender, you can use your preferred modeling software. Anyways lets get started.
Step One: I will be making a cube in blender, I wont be explaining how to make the cube, but I will be going over a couple things when converting from blender. First thing is whatever you want to be textured make sure it has a specific material assigned. For example, for this cube I have assigned a material named "Cube Texture" now I will be making this a solid color, but for more complex objects you will need to uv map, texture, etc. Like this:
I would also usually use a ped or vehicle to judge the scale but for this simple object I am just gonna make the size 0.01. Now I will export as .fbx and have it where I can access it.Step Two: Open up 3ds max you must have installed and setup gims evo for this step. The first thing to do is import the .fbx you made earlier. Now once viewing the .fbx make sure the scale factor is set to 1.0 for example:
Step Three: Once inside gims evo you will want to click the object hierarchy on the right side and reset the transform and scale for example:
Step Four: Now what you wanna do is right click the object and clone it make sure to clone it as a copy and not a instance. This cloned object will be for your embedded collision so I would name it the "Objects name" + _col for example:
Step Five: Now you want to make the collision material to do this just click the material editor:
Now once in the material editor you will want to click the shader type:
Like so, then select GIMS V Material for example:
Next, you wanna select the group and material type. For this example I want the cube to be like concrete:
Next, you wanna select the collision object and click apply material to selected object like so:
Making the collision material is done.Step Six: To start, click "Create Object > Collisions > Composite" then click the scene view like this:
You will see the modifier pop and all you need to do is change the name to col for collision for example:
Next, you wanna select the collision object and add a mesh:modifier to the collision object "Create Object > Collisions > Composite > Mesh:modified", like this:
You will see a new modifier be added to the collision object and this is how you need to set it up:
Last thing to do is set the object collision under the collision composite. To do this you want to click the schematic view button:
Next, you want to grab the purple block that has the "objects name" + _col and click the link button then link it to the green col composite. Like this:
If you have done this exactly as shown you will have done embedded collision correctly. Remember a object with more than 32k polys can not have embedded collision unless split into multiple objects.Step Seven: Making the model and game mesh modifier. To do this go to "Create Object > Models > Model " then click on the scene view. Next name that object to the name that you want the actual model to be. For this cube I will name it "CubeExample". For example:
Next, you need to click on the object mesh and go to " Create Object > Models > Game mesh : Modifier" and then leave it as is, for example:
Now that's over you are almost done. You need to go back to the schematic view and make the object mesh and the col composite a child of the model in this case "CubeExample". Like so:
Step Eight: Setting embedded texture. For this all I am gonna do is take a small .dds image that is the color I want the cube to be green in my case and you select the object mesh then click material editor. Like this:
Now all you have to do is click the material and click options a dialog will pop up asking to convert to gtaV material click yes. For example:
Now a new dialog will pop up with all the material options for a simple embedded texture all we need to do as of now is click the embedded checkbox to true and select the diffuse texture and find the texture we want to apply to this material. Like this:
That is all you have to do for embedded textures.Step Nine: Now everything is complete last steps are to export the .odr. When exporting the hierarchy, absolutely has to be setup like this:
Conclusion: If you followed all the steps then you have successfully created your first custom .ydr with embedded collision and textures. Last thing for you to do is go to the models.rpf that's in your dlc pack from the last tutorial and import the .odr into openIV. Now when you double click it you should end up with something like this:
You can also view the edges and vertices by enabling the options to true:
To view the embedded collision just click "bounds" at the top:
You can also view the embedded textures by clicking "view embedded textures" at the bottom right corner:
Extra Notes: More complex objects will require more work and there is a lot about shader's, vertex painting, etc that I didn't cover. Don't expect to make rockstar quality models by using this method. This was just to show you a very basic example. I have alot more to teach you which one day I might get into, but for now this should do...
IF YOU NEED HELP BEST WAY TO CONTACT ME IS THROUGH DISCORD YOU CAN JOIN MY MAP MODDING SERVER HERE : https://discord.gg/7xbYQaN Your always welcome dont be afraid to join!!
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Official Map Modding Tutorial (Part 1) : Setting up a dlc pack!posted in Tutorials
Background Info:
Hello, my name is Skylumz, I have been making map mods for about 3 months now and have learned alot within that time. I get a lot of questions on map modding, so I decided to make this tutorial to refer anyone to. I also want more people to get into GTA V map modding. Anyways, hope you enjoy the tutorial and if I didn't address anything please comment below. This tutorial is not for beginners, you need to know how to download and install DLC packs , script mods, and navigate OpenIV.Things I will be covering:
- Completely setting up a DLC pack for map modding.
- Taking a model and converting it to *.ydr from scratch, with embedded collisions and textures.
- Explaining all file types that have to do with map modding (*.ymap, *.ytyp, *.ymf, etc)
- Spawning the custom .ydr that you made with a GIMS EVO
Programs we will be using:
- Blender (or your preferred modeling program) https://www.blender.org/download/
- Codewalker https://www.gta5-mods.com/tools/codewalker-gtav-interactive-3d-map
- Gims EVO https://www.gta5-mods.com/tools/gims-evo-with-gta-v-support
- 3DS Max https://www.autodesk.com/education/free-software/3ds-max
- Create YTYP Generator https://www.gta5-mods.com/tools/ytyp-generator-using-odrs
- Open IV https://www.gta5-mods.com/tools/openiv
Explaining the file types:
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RPF: This file contains all file types that GTA V uses. The most important thing to know about this file is that it contains all your map mods content.
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YMAP: The .ymap contains a bunch of information related to a entity. Like its coordinates, and more but the most important thing to know is that the .ymap will define where the object is placed in GTA V's world.
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YTYP: The .ytyp contains a list of entity's depending on how many are specified in it, that tells GTA V what textures to define a entity, and if the collision is embedded in the entity, etc. Now the most important thing to know is the file defines all info regarding a specific entity that could be spawned.
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YMF: This file enables .ymap files inside a .rpf. The most important thing to know is that .ymaps will not work without this.
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YDR: This file contains all information regarding a single drawable(entity), like the objects textures(if embedded), and the LODs. It can only contain a max of 4 LODs. The most important thing to know about this file is that it contains everything regarding a specific drawable.
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YDD: This file is the basically a bunch of .ydrs into one. It is a drawbable dictionary. The most important thing to know is that it is a bunch of .ydrs crammed into one file.
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YFT: This file has a drawable in it most likely a vehicle. I dont know much about it as of now.
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YBN: This file contains bounds information, aka collision. The most important thing to know about this file is that it is for collision.
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YTD: This is a texture dictionary. It basically contains a bunch of textures that a .ydr can access. The most important thing to know about this file is that if a .ydr doesnt contain the textures embedded then it most likely uses this to access textures.
Now that I have explained the file types, you can always look back and look through them if you don't understand one. I hope I explained them well enough.
Setting up a DLC pack for map modding:
Step One: Open OpenIV and locate your dlcpacks folder should be : YourGTADirectory\mods\update\x64\dlcpacks
Step Two: Go into edit mode and create a new folder, this folder will be the DLC's name so make it something meaningful towards the specific map mod. For now I will be using EXAMPLEDLC for this tutorial. Should look something like this:
Step Three: Double click the folder you just created and click Ctrl + N to create a new .rpf archive. You can also right click > new > RPF Archive (.rpf version 7). Both ways work choose, what suits you. Next you will see a dialog popup asking for the .rpf name it absolutley has to be dlc.rpf. Like this:
Once finished:
Go inside that dlc.rpf you just created and you are gonna want to make a folder named x64 you can do this with Ctrl + D or Right Click > New > Folder or Clicking this icon:Now go inside of the x64 folder you just created and make another folder named Levels and inside that another folder named gta5 inside of that create another .rpf and name it anything you want, for my own naming strategy I usually name it what it has to do with that portion of the mod but for this example we can just name it models.rpf. Anyways by the time you are done this should be the DLC packs structure:
Step Four: Now its time to add the content.xml and the setup2.xml. You can download the example ones from here : https://ufile.io/20v3b you will get a content.xml and setup2.xml all you need to do is place both of them inside the dlc.rpf (beside the x64 folder) like this:
Then Right Click the content.xml while in edit mode and click edit and go to the search tab and search "DLCEXAMPLE" now replace every single one the words that say "DLCEXAMPLE" and "YOURDLCPACKNAME"with whatever you named the dlc pack in step two. For example :
Now once you have replaced all them lines you can open up the setup2.xml and do the same. For example:
There are more than that so be sure to replace ALL "DLCEXAMPLE" with your dlc pack name choosen in step two.Conclusion: You have just finished making your first map modding dlc pack. If you plan on making dlc packs alot then get used to making this pack its fairly simple.
Extra notes:
- if you named the models.rpf something else you need to replace that in the content.xml for example if you named it "props.rpf" you would have to change these lines:
- I will go into more detail but when you add in .ytyps then you have to enable them in the content.xml just like the .rpf file. I will explain alot better but for example:
- I made a quick example of how all these files work together which you can view here:
- I wanted to explain how dlc packs work so if you run into problems you can change them manually. If you want to skip making the content.xml and setup2.xml then use this program I made: https://www.gta5-mods.com/tools/dlc-meta-generator-content-xml-and-setup2-xml Read the instructions on how to use!
IF YOU NEED HELP BEST WAY TO CONTACT ME IS THROUGH DISCORD YOU CAN JOIN MY MAP MODDING SERVER HERE : https://discord.gg/7xbYQaN Your always welcome dont be afraid to join!!
PART 2: https://forums.gta5-mods.com/topic/17815/official-map-modding-tutorial-part-2-making-a-custom-ydr
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RE: How to import mods to 3d max (GIMS EVO) (yft) (otd)posted in General Modding Discussion
@PuppiesLover Hey man I see you need help you are welcome to join my map modding server and there will be many people to help you out there. Heres the link: https://discord.gg/Tz7n73 Hope I can help thanks!!