If the textures used by the mod have different names, deleting the hi.ytd file will not be necessary. If there are texture name conflicts, deleting it will be necessary. In either case, deleting it will not cause any problems.
Posts by Cj24
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The third color in the carvariations sets that effect, it's currently set to 0, which is black. I believe Metallic Silver by default uses 5.
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We have updated our showroom category guidelines to clarify that the "Attachments" tab found beneath the editor must be used to upload attached pictures, rather than only prohibiting the use of external hosts.
This is to make sure that the preview picture of the thread can be displayed properly in the forum category, which is not possible when inserting images hosted elsewhere within Modding Forum, for example in a different thread or in the gallery.
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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.
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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.
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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.
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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
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
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How to replace textures is explained in our Modifying Textures with OpenIV guide.
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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.