Posts by Cj24

    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.

    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.

    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.

    The slicktop and unmarked as well as the detective CVPI has been released and the marked CVPI has been updated:


    As previously stated, these versions do not include DLS support yet. Configurations for DLS v2 will be added once it has been released.

    But somehow it needs to work, because in my exhample multiple different cars use the "vehicles_muscle_n_w_interior.ytd". Otherwise creating shared textures doesn´t make any sense.

    You can assign multiple cars to the vehicles_muscle_n_w_interior texture, you just cannot assign multiple cars to the polshare texture and assign this polshare texture to multiple interiors as well. Multiple children can have the same parent, but a child can only have one parent.



    Also, regarding the ytd size: It is not a useful metric for memory usage, as ytds are compressed similarly to zip archives to decrease disc space, the size of the dds textures themselves is what matters. Because of the ytd compression, it is possible that smaller textures with more varying content can result in a higher ytd size than larger but more repetitive textures, even though the smaller textures require less memory.

    As each child can only have a single parent, I don't see how it would be possible to include different interior textures for different cars. Depending on how many shared interior texture each car uses and how many textures your polshare texture includes, it may still be advantageous to use the polshare while simply including the interior textures directly in the vehicles' ytd.