Thanks for the quick reply and support!
I made the changes you suggested and was able to fix those problems!
Thanks for the quick reply and support!
I made the changes you suggested and was able to fix those problems!
Looking at the dials in the third person will show a weird texture (like a continuous mapping).
Another problem is that I want to make the dials work in the game without [script_rt_dials_gen_taxi] in the vehicle YTD, but when I put the dial texture in the [vehicles_poltax_interior.ytd] folder in ZM3's texture browser, it does not show up in the game.
How do I use a global texture?
Try resetting the axis of the windows and if that dont work try resetting the chassis to world as thats what the all the other axis are based off of, current me if wrong.
It was the chassis!
I did a reset and re-import as you suggested and that fixed it!
Thank you very much!
When I shoot out the side windows, the windows fall down a little.
Does anyone know how to fix this?
it is not occurring on the front and rear glass.
I was testing a vehicle collision and found that the light glass was not breakable.
I've seen many tutorials on window glass, but how can I make the light glass object breakable?
I added Crash to the material but it did not work.
...
Sorry for the wrong category.
No changes in ZMod are necessary, it just needs to be in the same places as the other .ytd, the game will load the file automatically if it exists.
Thank you very much!
By the way, to use +hi.ytd, do I just place +hi.ytd ( with the high resolution textures ) in the same place as the normal ytd, or do I need to do some settings in Zmodeler3?
Strange reflective bumps appear on the hood and roof of the car.
I don't think it's a problem with the vertex normals of the objects, as the position of the bumps changes depending on how the light hits them, but I think it's a problem with the shading in GTA5 or the settings in Zmodeler3.
Does anyone know how to fix this?
Display MoreHello,
the +hi.ytd works differently than the hi.yft. The +hi.ytd is only used by the game if the texture quality in the graphics settings is set to high. It will replace any textures with the same name that are included in the normal .ytd. If the texture quality is lower, the textures included in the +hi.ytd will never be used.
To prevent the game from rendering high resolution textures at a distance, make sure your textures have mipmaps, the game will then automatically use the most fitting resolution, based on the distance of the model, the size of the texture, and the graphics settings.
Using multiple 2k textures with additional specular and normal maps shouldn't be an issue, as long as they're compressed properly. Having too many 4k textures or too many large uncompressed textures can cause memory issues (disappearing world textures), but I have never experienced that with properly compressed 2k or 1k resolution textures.
Thank you very much!
I was mistaken
How to use +hi.ytd.
Hi, I'm pretty new to this forum. Sorry if I'm doing something wrong.
I'm learning to convert vehicles, and I'm in the process of working on a CVPI for my self, but it relies on normal maps and textures that are not tiling for most of the interior, and it uses a lot of high resolution textures (3 different diffuse and normal maps)
So I want to use a higher resolution texture for L0. But if I specify +hi.ytd in Zmodeler3 in the same way as normal embedded textures, it shows up in OpenIV, but not in-game.
If anyone knows how to set +hi.ytd, please let me know.
ps.
The reason for using so many textures is that I want to keep the L0 polygon count around 60K.