That's most likely caused by one of GTA's quirks: Glass materials will hide emissive materials if they aren't loaded before the glass materials. To test whether this happens, you can destroy the windshield in-game. To fix it, open ZMod's materials window and make sure that the emissive material (should be named els_emissive if you haven't changed anything) is in front of the glass materials. The easiest way to do this is drag the emissive material all the way to the top, while glass materials (named vehicle_generic_glasswindows2 by default, although some authors might use different textures) should be at the bottom.
Posts by Cj24
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Hello,
For the basics of working on mods for V with ZMod 3, I recommend taking a look at our guide ZModeler 3 and Vehicle Mods.
I'd suspect that your issues are caused by an incorrect hierachy setup. In your specific example with the front light only, the hierachy could look like this:
[...]
- chassis
-- misc_c (your current "cuda" compound)
--- misc_m ("bottommount")
--- misc_v ("visor")
--- extra_1
--- extra_2
[...]
However, I'm not completely sure what could cause your issue with the extras, could you elaborate and post screenshots of the problem? -
That sounds like the door's collision covers the glass as well. Typically, the door collision is meant to cover the body only, while the glass has its own seperate collision model for the upper part of the door.
Regarding the other issue with the bullet holes, I'd recommend to copy all collision settings from a similar default car. In this case, since it seems to affect the doors, you should check especially the chassis, the chassis_lowlod and the door collisions. If it still doesn't work, you could also try replacing all collision models with those of a default car.
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It's released now!
Further equipment is going to be added in a future update when it'll be finished. However, it's likely that I'm going to work on different projects first, therefore it might take some time until I'll get back to the Caprice equipment.
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I finally have some news. I've added Kane104's new console and radio and made a siren controller and a Motorola MW810 laptop. The MW810 was in use by the LAPD in their Chargers, so it's probably a better choice than the old Dell Latitude D610 we used in the other LSPD Caprices.
All that's left to be done are LODs for the interior equipment and some other minor tweaks, if I don't find any other issues, it will be released within the next weeks. Unlike originally planned, there is not going to be any other equipment, because those parts are still in progress and I don't want to delay the release even further to work on some other projects instead. Depending on how many people want me to, I might add the partition, spotlights and radars as extras in an update as soon as everything is complete. -
First: If the polygons are seperated in the original model, it will not work no matter how you import it.
The two videos you have linked are not available. I don't know what the model looks like, but I'll try to explain it in a way that should work with most objects.
There is a way to weld each side automatically. Without seeing the model, I can't guarantee it will work, but it should be possible. First, I recommend to activate wireframe and outline in your viewpoint settings if they aren't already, this way you can see where polygons are seperated and where they are connected. To weld automatically, activate the option "Multiple Targets" and select all vertices you want to weld. Before doing that, I recommend to detach all parts of the object that are actually supposed to be seperated, since otherwise the UV map and the normals could get messed up.
Left click to open the tool's options and change the settings the following way. As soon as you update one of the values, ZModeler previews the change. That way with the outline option set in the viewpoint, you should be able to see if it works.
- Vertices Distance: Since the vertices should be in the same spot, a very low disntance should be set. Depending on the detail level of the model, something like 0.001 or 0.0005 should probably work.
- UV tolerance: If the object is continously mapped, what I imagine it most likely is, you can keep the default value. If it is not, you'll need to increase the number as much as necessary. Please note that in that case, the original UV map will be changed and it is likely necessary to create a new one.
- Normals Angle: This is the important option to weld each side seperately instead of welding everything together. If one side is flipped, the normals should consequently also be flipped. You'll therefore need an angle below 180°. If the normals are not correctly flipped, you'll need to calculate them first.
If it all worked, you should be able to select each side using the "Seperated" selection tool.
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That's not caused by the visualsettings, but most likely the timecycles. It's as far as I know the same thing mentioned in the FAQ of NVR's readme:
QuoteQuestion: Why does some of the vegetation have weird lighting during (6:00 to 6:30) and (20:00 to 20:30) in Sunny weathers?
Answer: That is a result of the atmosphere I've created during those hours. I cannot fix this without ruining all the good lighting.
It's one of the reasons why I'm not using NVR anymore and went back to VisualV.
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As the light setup should be final now, here's a new video showing the lights and the light stages:
External Video www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.Schecter004 and Frenzie_v2: I like both of those ideas and think I might mix them. I could imagine adding spotlights and maybe an antenna to the extra with the partition would make more sense than using one extra for spotlights and radar, though.
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Update: It's released!
I've recently started working on another unmarked LSPD Caprice, this time a newer version with a Federal Signal Spectralux ILS and a CN Signalmaster. It's based on the light setup on LAPD's newer unmarked cars. It appears that the LAPD actually (rarely) uses unmarked Caprices: https://www.flickr.com/photos/146280704@N07/31996010736/
External Video www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.It will probably take a while until it will be released. While the lighting equipment should is mostly final, the car will be outfitted with updated interior equipment which will take some time to be completed. I currently plan to add a console only by default and add a partition as an extra part that can spawn randomly or by using a trainer. I also have another extra part left, if anybody has ideas, feel free to post them.
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Hello everyone!
We have a short announcement today: As some of you have already noticed, we have launched a Discord server for our community. To join, visit modding-forum.com/discord.
Right now we have channels for modding and general discussion and we will continue expanding it as necessary. We hope to welcome more members soon!
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Well, the normals would've been my next idea.
I'm pretty sure GreenAid is right, it seems to be the normals. I apologize for not looking at the first pictures more carefully, those dark shadows in the first pic for example definitely look like faulty normals. I've had similar problems caused by spec maps, that's why it was my first guess.
We have a guide regarding the calculation of normals here: Calculating Normals
The general idea when calculating normals is that all parts that are supposed to have smooth edges should have welded vertices, parts with hard edges should either be detached like shown in the guide or have their edges sliced.
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Those spec maps are most likely the reason. Spec maps in GTA V support RGB colors rather than just using greyscale, with each channel having their own effects such as shine or reflectivity.
I've attached the default spec map as an example. The tires are meant to be dark blue or purple. Light green or light blue is used by default for black or grey rims or hubcaps. Red affects the shine and green the reflections. If the color is brighter overall, the effect is stronger.
It's sometimes difficult to find colors that work well with the diffuse map. I would recommend trying something like R 150, G 100, B 150 in-game and continue adjusting it.
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That is most likely caused by the spec map, would you mind posting it?
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Thread moved to Graphic Design & Texturing[/staffnotice]
Very nice textures! Considering siren controllers are usually mostly flat, it's easy to use very low quality meshes together with textures and normal maps. Glad to see more people attempt custom made textures rather than just using photos, the result is so much better.
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I remember Kane104 having that issue with his rambar, the only way to get that collision work was to group it with the chassis collision. Since nothing else seems to work, it would be worth a try.
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I've now checked again,
the only collision used for crash detection is the chassis collision. Edit: It seems like any collision works if set up properly. However, it is not possible to simply attach further floating parts, as explained here: http://forum.zmodeler3.com/viewtopic.php?f=31&t=7349
It's necessary either model those parts into the collision or use groups and compound the group. -
As the livery is visible, it looks like the textures of the car's .ytd files are all loaded. The missing textures are shared textures found in the vehshare files and shared interior files, as explained in the guide. I believe the police cruiser uses the vehshare.ytd and the vehicles_poltax_interior.ytd, both found in vehicles.rpf in x64e.rpf.