How many extralights can you have? Only four?
And how do I edit an extralight corona if there is no extralight setting in the carcols?
Sup321V
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Posts made by Sup321V
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Extralights : Maximum amount, and coronas??
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Custom foglights material glitch after zmodeler3 editing
Hi. I've decided to add a lightbar to my addon model, and just created a box in zm3, did LODs, applied the headlight material and set the ID to 1.
The bar worked (glows) but the material gets messed up if observed through specific angles. For example; it turns purple, or sometimes the american flag is all over the box?? If looked at from the front or back it works fine, but during driving the texture starts flickering.
I tried setting every dds in the texture browser to the headlight detail1 dds (the one that looks like glass) but the issue remains. What did I do wrong? -
RE: How to create emissive lights from scratch in zmodeler3?
ok so just create a box, select it, then go to materials browser and select an emissive light. then go into polygon mode, select it again, apply a valid light ID you like and boom, it lights up. you could also use extralight dummies which use specific IDs.
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How to edit vehicle layouts?
What do I need to do after adding more seat dummies in zmodeler? Is there a tutorial on this?
Any info would be appreciated -
How to create emissive lights from scratch in zmodeler3?
I don't know if this has been asked before, but how do you add working lights to a lightbar in zmodeler3?
On youtube, most tutorials are about setting up already done lightbars to a car, but how would you make working led strips etc from scratch?
Is there an in-depth guide about this?
Have a nice day
Sup -
Zmodeler3 messes up collision files
Hi
I've recently made a post about collision files disappearing, that is not true apparently.
My dilemma is as follows :
In OpenIV, my mod_cols are 100% correct on the _hi.yft and the .yft alike. The hierachy is 100% identical.
If I want to import both my _hi.yft and .yft in zmodeler3 though, the collisions just move in the centre of the car for some reason. I thought it was a dummy problem, but if I import both .yfts separately, they work!
Just together (tried 1st _hi.yft, 2nd .yft, then new scene 1st .yft, 2nd _hi.yft) they start to dislocate?!
I'm saving my collisions as z3d and drag them into the 2 files one by one now.
It's still kinda weird though. Does anybody have a fix for this?
Thanks
Sup -
Mod_cols disappear zmodeler3 OPENIV
Hi
Every time i'm adding a mod_col to my model (four plus the added one =5) another one starts to disappear! i always add my mod_cols in zmodeler3, then export, check them in openIV and an old one just disappears. Hierachically it's still there though. If I import my model in zm3 again, the collision box will be gone too.
I've lost many custom-made collisions through this (i'm saving them as z3ds in a separate folder now); has anyone else had this problem? Every time I add a fifth mod_col a random one is somehow toggled off.
I guess a fix would be to combine individual tuning parts and their collisions, however that would drastically reduce customization ability. How can I have 5+ mod_cols at the same time? -
RE: Dummy positioning on tuning doors in zmodeler3
@drlq99
Yep, "copy local axes" worked. Thanks for the elaborate reply. Have a nice day -
Trainer asi crashes when trying to change wheels
Hi.
When using a trainer, my game crashes every time i'm trying to get tuner wheels (any non-default wheel) on trucks and car models with more than 4 wheel dummies, or a DRW (2x front, 4x rear) setup. Why?
I tested the dubsta 3 (6 wheels) and it can have tuning wheels, i also tested cars that have two types of wheel meshes (rat tornado) which worked too. However, benson, mule, phantom etc will always crash the game despite having two separate wheel meshes, which can use tuning wheels. The dual rear wheels are actually a single wheel in-game. So why can't I change the wheels on those, but it can be done with the rat tornado?
Are the ytf files to blame? -
Dummy positioning on tuning doors in zmodeler3
Hi
When you set the <bone> in carcols to bonnet, my custom hood which is in my ...mods.rpf file, opens and closes.
However, it will float in front of, and above the vehicle.
What I did in zmodeler3 was unlinking the bonnet from my original car (bison), then set axes to parent (=world), then copy the bonnet to convert the copy into a dummy.
When i set the <bone> to chassis, it fits perfectly, but won't behave as a door.
To check this i imported a different gta vehicle into zm3, then a hood that was in its ...mods.rpf file. I noticed the tuning part hood was below the actual hood, and in the centre of the car.
How do I get the correct position for my custom bison door dummy in zmodeler3?
Do I need to do it manually or is there a bypass to get the dummy in the exact centre of the vehicle?