Since you're already working on cars I'm going to assume that you're already familiar with ZModeler. It's not the best option for 3d modeling, but it works well enough for simple parts, I created many of my models with ZMod. If you're looking for something better, Blender is a popular free tool for 3d modeling. You'll find a lot of beginner tutorials all over the internet and if you have any questions, feel free to post in the 3D Modeling forum, there's a good chance that somebody here can help.
Posts by Cj24
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Thanks for the offer, but I've already started working on the remaining parts a long time ago, it's just a matter of finally completing them.
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More adjustments to the wigwag pattern, this should now perfectly match the pattern used on some of their slicktop CVPIs. I'm unsure if there is any system to their wigwag styles, I have no idea if this pattern is even used on any of the normal marked cars. Most appear to have either no wigwags, or the simple left/right or double flash wigwags that are included in this longer sequencer. With DLS, I'll be able to include modes for all of them.
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It has been a while. I can't make any promises that I'll finally get around to finish this project, but I have finally found some time and motivation to start working on it again. It is still lacking an interior console and a laptop, both things that I'm not particularly looking forward to working on.
DLS has gotten an update last year to support sequencers with an arbitrary length, perfect for this project to get more a realistic wigwag pattern, the full length pattern for the corner strobes and slower traffic advisor and takedown flash patterns:
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The game uses the L1 model to display broken glass, make sure that all your window LOD meshes are set up properly.
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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.
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Please note that all posts on this website should be in english. Your other threads have been merged into this one.
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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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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/scripthookvdot…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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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 in 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.