The rendering of emissives behind transparent materials in ZModeler is also affected by the order of the objects in the hierarchy, which does not matter in-game, though. The only way to make sure that it works properly is to try it in-game, regardless of the way it's being displayed in ZModeler.
Posts by Cj24
-
-
You'll have to make sure the DirectX version in your graphics settings in GTA is set to DirectX 11, as mentioned as a prerequisite in the installation instructions of the mod. This is because these cars use a texture format that only works with DirectX 11 or newer versions.
-
BattlEye Anti Cheat has recently been added to GTA 5, to be able to use any mods, it is necessary to disable BattlEye in the Rockstar Games Launcher settings.
-
The version you need depends on your game build, as I'm assuming that you'll be running the most recent version, the most recent nightly build should be the right one: https://github.com/scripthookv…et-v3.6.0-nightly.126.zip
-
The "browse local files" option only appears in Steam after the game has been installed, it may also be necessary to launch it once to complete the installation.
-
Hello,
There are a few base models available in our development Resources Category, they can be filtered by selecting the Vehicles label: Development Resources. I believe there are also a few decent base models on lcpdfr.com.
However, unfortunately in particular most good base models aren't available for free. Your best bet in these cases is to look at the credits of mods you like to see who made the base, and try to find their Discord servers or websites.
-
As per our GTA V Development Resources Guidelines, all released development parts must follow basic quality standards for GTA V. Unfortunately, your model currently isn't a state that allows using it in-game without further edits, as it appears to have improper shading and lacks specular textures. I have moved your thread to the 3D Modeling category so you can get additional feedback if necessary.
-
It's unlikely that the mesh is the reason after you've imported one from a default car and made sure that the crash property and IDs are set.
Based on my experience, the easiest step from the guide to miss is the crash property for all the window materials. Windows have multiple materials, typically at least an inner and an outer glass, and possibly depending on the importing process with the hi and standard yfts 2 of each.
-
Not the full glass, only the collision, which is named glass_something [COL]. It's easier if you use a similar car, but you'll have to reposition it either way. You'd either import the whole car and take the parts you need, or export only the glass with its collisions and import that.
-
I have merged your new thread into your existing one, as it's the same issue.
If all properties are set up properly as explained in the guide, there are likely issues with the mesh or the collision mesh itself. It could have improper positioning (for example caused by shifted axes, both for the objects themselves or parent nodes), or the collision mesh itself could be faulty in some way. To test if that's the case, I'd recommend importing the collision from one of the default cars from the game to replace your collision.
-
As per our GTA V Development Resources Guidelines, all released development parts must follow basic quality standards for GTA V. Unfortunately, your model currently isn't a state that allows using it in-game without further edits, as it appears to have improper shading and lacks specular and normal map textures. I have moved your thread to the 3D Modeling category so you can get additional feedback if necessary.
-
If the texture names are set up properly in ZModeler, this is more likely an issue with the .ytd archives. Make sure that all textures are named properly and that every required texture is included. If the car uses shared textures, make sure that the txdRelationships in the vehicles.meta are set up properly.
-
-
If the objects are set up and compounded properly, ZMod should recognize them automatically and display the options. This may not work all the time, though, there is a way to force the compatibility mode in the settings as explained in the ZModeler forums: https://forum.zmodeler3.com/viewtopic.php?f=2&t=9726
-
How to replace textures is explained in our Modifying Textures with OpenIV guide.
-
the fixes I've made was tried to change the textures names in ytd sorry for very late reply
It's possible that OpenIV displays an orange placeholder if the texture isn't found. Make sure the name matches the original texture name. When you edit a texture, you just need to replace the original one, any name changes will result in the game not recognizing the file.
-
Please do not bump threads, as per our Forum Guidelines, you may only create consecutive posts if they are an important contribution to the thread. If anybody is able to help you, they will reply. If not, you should probably add any additional info you can, such as what edits you've made in particular, what fixes you've already attempted, or screenshots of the embedded textures or texture dictionaries.
-
In what way does stability suffer? The game should never crash solely because you've installed too many mods, unless some of them are faulty. An FPS decrease is typically caused either by scripts or a large number of very high poly models, disappearing and invisible world textures are usually caused by textures with too high resolutions.
Combining DLCs is most likely going to have no effects on performance and is therefore probably not worth the effort, as long as you haven't reached the game's DLC number limit.
File size can be an indicator for optimization, but it's not a very good one. DLCs can have a very large file size if they aren't defragmented, but that only affects disc space, not the game's performance.
Vehicle model files (yft) can be larger than necessary if they include more than the necessary LODs, which does not have any effect on in-game performance, only on disc space. Checking the polygon counts (especially for L1 and lower) is a much better way to check for vehicle optimization.
For texture files (ytd), file size is even less of an indicator, as they are compressed, which results for example in multiple similar high resolution textures having a smaller ytd size than different looking low resolution textures, despite the latter requiring less memory. If texture loss happens, it is typically caused by having too many 4k textures (4 is typically a safe limit per car) or any textures with a higher resolution than 4k. Otherwise if no texture loss happens and the GPU's VRAM limit hasn't been reached, texture sizes shouldn't have any considerable impact on performance.
-
Improperly positioned wheels are usually caused by misplaced dummies or axes. If only one wheel is wrong, it's most likely that its dummy was moved, in this case wheel_rr for the right rear wheel. If other parts are misplaced as well, it's more likely that the base and chassis dummies were moved.
Moving accidentally moved parts precisely back to their intended position can be tricky, especially if it's unknown which parts were moved. It may be easier to re-import the changes only to a known working model, or even start from scratch depending on how many changes were made to the car.
-
A smaller side project with the Code 3 Supervisor and Wingman lights, an LSFD slicktop Crown Victoria based on the Los Angeles Fire Department.