@a63nt-5m1th
Wouldn't you need a custom layout?
I've always thought adding more seat dummies doesn't work without altering the layout of your car.
Since the layout assigns entry points, seat animations etc.
Posts made by Sup321V
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RE: How to place 8 passengers in 1 car?
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Zmodeler3/GTA V modding support?
Hi,
GTA V Modding seems to be as inactive as ever, which makes sense considering the age of the game.
GTA V modelling is mostly done in 3dsMax (for props) and zmodeler3 (cars, or rather ytf files).
The problem is that zmodeler3 a) kind of sucks b) is used by few people. I know 3 gta v modding forums, this one seems to be the biggest, however there is very little activity and quality content found nowadays.
Big modders have retired or are hardly online.
Tutorials that were posted years ago have now been deleted. On some topics there simply are no tutorials, which is sad because everyone has had help at some point.
What is a relatively active community based around 3d modelling, and GTA V?
i know there is a zmodeler forum but many threads remain unanswered there.
Where did you find assistance? -
How to make mudflaps swing/ add motion to a bone in zmodeler?
I've seen some models here with swinging mudflaps and hinges, i think this is a very interesting mechanic.
How do you apply that in zmodeler?
Is it the same as wobbling antennas?
I don't think so since the mudflaps in the example vehicle are simply called flaps in the hierachy, no child bones or anything.
Please explain! Also is it only the mesh or does it work with collisions too? -
How to create stickers in zmodeler?
Can someone explain how to make clean stickers using zmodeler?
I guess you have to uv-map the selected vertices but how can I apply a texture so that only a sticker appears and the rest of the png stays invisible? Like is there an invisible texture that i can use a base and simply slap my preferred sticker on top? -
RE: How to increase wading depth/ maximum water depth for vehicles?
I'm starting to think it has to do with the base model exhaust dummy position.
The vehicles that can wade very deep all have raised exhausts or snorkels that emit smoke (= exhausts, example half-track and duneloader).
Shakotan exhaust tuning options however don't really work this way. (At least the ruiner died pretty soon despite exhausts being above water)
The freightloader has a very high exhaust and can be fully submerged, same with most trucks.
Edit :
Apparently the stock exhaust dummies limit/set the maximum of submergence, exhaust tuning parts with a different exhaust dummy are ignored by the engine for some reason.
The squaddie can be submerged even with the very low tuning exhausts, while the ruiner engine dies if the stock exhaust level is submerged, even if shakotan exhausts (which disable the old exhaust dummies) are equipped.
Kind of unrealistic but who cares. -
How to increase wading depth/ maximum water depth for vehicles?
Hi
I've been trying to increase the maximum depth a vehicle can pass before the engine dies.
I found nothing interesting in the vehicles.meta and handling.meta of vehicles with working snorkels (squaddie for example).
Is it controlled by a dummy? CoverBoundOffset perhaps (idk what that one does)?
I'd like to make my snorkels and raised exhausts actually functional.
Have a nice day -
RE: How do you move vehicle light coronas?
@drlq99 i've tested a bit and the light is always generated at the local axes of the lighting component, it can be anywhere, the light id's don't determine it.
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How can you convert dummies to mesh?
Hi, i've noticed in some vanilla and addon cars (bodhi2 spotlights for example) that the extralights (which are dummies in some models) are mesh and removing them removes the mesh. Also the extralight mesh has a scalable corona (upscaling in zmodeler3 creates bigger corona, downscaling makes it smaller).
When I make an emissive box and name it "extralight_1/2/3/4" and give it a 14/15/16/17 ID it has no corona.
Making an extralight dummy spawns a small corona.
How do you add the dummy information to the mesh? Attach doesn't work with dummies in zmodeler3.
I believe it's the same with headlights, the mesh contains a dummy for corona positioning. But how? -
How do you move vehicle light coronas?
Basically the title.
How can you move the coronas to a new position?
What determines the headlight positioning?
I haven't found a dummy for that so far.
I'd like to create custom lightbars and need more coronas (i know about extralights but they are limited to four afaik) -
Extralights : Maximum amount, and coronas??
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? -
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? -
RE: How to assign/remove exhaust backfire to/from vehicle?
@a63nt-5m1th
Thank you for taking the time to figure it out and post a detailed, comprehensive answer!
I'll check it out when i get homeUpdate :
This works!
Awesome.
You are a life-saver.
Sup -
RE: How to assign/remove exhaust backfire to/from vehicle?
@a63nt-5m1th
See here :
https://forums.gta5-mods.com/topic/27156/how-to-make-exhaust-backfireTherefore i didn't add specific car names, because the effect isn't specific to cars. The exhaust backfire (the flame effect particles) is identical to all cars that have it afaik. It simply changes the smoke particles to flames, zmodeler3 has nothing to do with it apparently.
Any vanilla car can gain backfire by changing its audio hash to any car that has backfire.
So backfire is enabled by some audio entry.
It doesn't matter whether i want to add backfire to a bison or a trashmaster. Inside a race cars audio (for example zentorno, it doesn't matter) there is a line or entry that toggles flames on. -
RE: How to assign/remove exhaust backfire to/from vehicle?
@a63nt-5m1th
Ok, how do I add exhaust backfire (the visual + audio effect) to a vanilla car that has none?
Or how do I remove exhaust backfire from a vanilla sports car without turning the entire exhaust particles off?
And is there any way to change the particles of one specific car without changing them for all cars (say i want blue exhaust flames but on one car only)?
Also have a nice day
Sup -
How to assign/remove exhaust backfire to/from vehicle?
Apparently the exhaust flames are embedded in the audio files of a vehicle. Well, how do you toggle backfire on and off? People who make audio files from scratch, how did you make backfire work?
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RE: How do I add liveries to vanilla cars that have none?
@death7991 i tried to follow this tutorial but it's not that noob-friendly. Some screenshots of what you have to tick in the material options etc (continuous mesh surface? Force mapping onto material?) Would have been helpful. My result was glitchy and the _sign_1 png wasn't applied correctly in-game
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RE: How do I add liveries to vanilla cars that have none?
I gotta be honest here; i'm pretty new to zmodeler and without a small step by step guide i won't be able to fully understand it.