This guide lists issues commonly found in vehicle mods and provides information on correcting them. It will be updated continuously, feel free to comment additional issues below, if suitable, they'll be added to this list. For help fixing issues, please use the support category.
Detailed information about the purpose of LODs and ways to create them can be found in the guide LOD Models.
Reasonable polygon counts are usually around 50% up to twice the polygon count of default cars for the L0 and the L1, depending on the detail level of a car. The following list gives rough values of our recommended polygon count of an optimized car with a medium detail level, which is usually sufficient for GTA V:
- L0: ~ 50,000 - 100,000
- L1: ~ 15,000 - 30,000
- L2: ~ 10,000 - 20,000
- L3: ~ 5,000 - 10,000
- L4: ~ 500 - 2,000
It is possible that an exceptionally detailed vehicle, although being optimized, reaches higher polygon counts. In these cases, it is even more important to keep the polygon count of the L1-L4 models as close as possible to the values recommended above in order to minimize the risk of performance issues.
This is caused by strong differences between the LOD models. This can be either a problem with the car's mesh, such as parts missing from an LOD, or with materials, such as parts suddenly changing color or reflection. It can also be caused by having LODs with a very different polygon count, causing a noticeable switch to the low detail model.
To solve it, make sure the same materials are used for all LODs, that all parts include LOD models and that there are no big differences of the geometry of one LOD to the next one.
This is caused by an issue in ZModeler's export tool, a fix can be found here.
The chassis duplicating itself when a part such as a door, a bumper or the hood falls off or the car explodes is caused by an incorrect hierachy. Stick to the name of the parts of default cars, use misc_x (x being any letter) for additional parts. It may also be caused by an incorrect gta_parts.xml in ZModeler, if the hierachy is correct and the issue happens anyway, try using this.
This is caused by so-called normals. They are used to set the direction of the reflection at vertices. ZModeler has a calculate normals tool that can be applied to whole parts or specific vertices. To keep desired edges, detach the affected part before calculating.
A detailed guide can be found here: Calculating normals
When an object underneath glass isn't visible through the glass but is visible from the inside or when the glass is broken, the material order is most likely incorrect. Glass materials need to be loaded after materials used in the interior and can be sorted using drag and drop in the Material Editor.
This can be caused by different problems:
- In many cases, more textures than actually required by the model are included. Additionally, all vehshare textures are loaded from seperate .ytd files and are not meant to be included in a car's .ytd.
- The textures included have very high resolutions. No texture should be larger than 2048x2048, 4k skins should only be included in the hi.ytd version.
When a car needs too much video memory, the game will not be able to load all textures. Buildings or streets might use very low quality textures or disappear completely. In most cases, this is caused by having too many high resolution textures. The game is for example not able to handle many 4k liveries, it is recommended to include no more than 4 in the ytd file.