
- ZMODELER 3 GTA 5 PLUG IN MODS
- ZMODELER 3 GTA 5 PLUG IN CODE
- ZMODELER 3 GTA 5 PLUG IN LICENSE
- ZMODELER 3 GTA 5 PLUG IN SERIES
- ZMODELER 3 GTA 5 PLUG IN CRACK
ZMODELER 3 GTA 5 PLUG IN MODS
What I came here to comment on was that time frame you just hit us with (half of a year) I was wondering since it is going to take that long for cars to be editable in Zmodeler3 and a proper plugin to be made to edit them is it possible for you to maybe start with something easier to get us going like say maybe a weapon plugin? I mean cars are great but if we could at least edit weapons and make our own custom made 3d models as weapon mods it would make it a lot easier for us to wait for the car filter. There are a lot of props in this game I'd love to turn into new weapons. rpf file even if it was a Rockstar model file like what I did in GTAIV by taking a prop model and texture files of a severed head that I found in the game and renamed them grenade and replaced the grenade weapon files with my new ones and presto you have severed head grenades. rpf files at this point there are so many modding possibilities with just that option to import a model back into a. I can't wait for Open IV to allow any type of editing of the. If you want a model ripper, an OpenIV is expected to come up with model viewing and model extraction feature soon. probably, half a year if everything goes fine. Oleg wrote:I want this work to be done in a high quality, so it would not go fast.
ZMODELER 3 GTA 5 PLUG IN LICENSE
The license plate has a "font" overlay in top-left part, the game will use script+shader to chop some letters and digits into the middle of license plate. Emissive lights (tail lights) are all drawn as toggled on, the game toggles them using script+shader. Model/Texture packing method is currently unknown.ĭo not create new threads related to GTA5, you can post in this thread if you find something interesting in game files and on the web or other forums.ĭirt mapped vehicle example. OpenIV for model unpacking have been downloaded. Entire model format research to come next.Īpr.16 Game have been downloaded, installed and activated. Unpacking/repacking is considered to be possible. Overall geometry layout seems to be clear, but a lot of small details are not yet defined.Īpr.17 Model/Texture packing checked and confirmed to be LZ. Currently aiming to port vehicle-specific shaders only, the rest will come up later.Īpr.21 Static models / "Drawable" (*.ydr) are under exploration. Those "vehicle_*" are related to cars/bikes/boats/planes, the rest is not used in vehicles. Shaders and their variety could be seen in "common.rpf -> shaders -> win32_40_final". Materials and their setup is under exploration. Jun.17 "Drawable" (*.ydr, *.ydd and the main part of *.yft) are generally decoded.
ZMODELER 3 GTA 5 PLUG IN CODE
Smashing-glass code is located but not decoded yet. Some unknown aspects will be cleared-out when it could be possible to make export and test in game. Jul.10 Vehicle-specific shaders were ported and explored. This is quite FAR from vehicle model exportation and injection, but it's a major step forward. This is expected to be something like you've seen on the web where "ydr" (drawable geometry part) models are exported and injected into the game.
ZMODELER 3 GTA 5 PLUG IN SERIES
The series of tests mentioned above is intended to help me fill the gaps in model format, so I could be able to try to export collected geometry. I just verify whether my scene setup considerations are working properly: importer creates the scene from file, exporter collects data for export from scene. This is a preparation part of the code, as collected data can't be exported. Export code have been equipped with scene examination and validation code, so an "exporter" explores the scene and locates objects, dummies and collisions in scene. This is a series of tests that involves replacement of original (unknown) data with some commonly observed values or with test values to evaluate the purpose of unknown areas of the model file. Jul.17 An in-place tryout tests are in progress.
ZMODELER 3 GTA 5 PLUG IN CRACK
The crack data is bounded to original object position, size and surface, so it is impossible to use original crack data on newly-created mods (at least it will not fit properly to my opinion). In some tests it looks like re-triangulation of geometry with removing of some triangles (shot holes), in other tests in looks like clip-volume drawing. A series of replacement tests is in a run on "cracking glass data", but I can't yet determine how this feature is implemented. The exported model suffers of glass objects to be non-breakable and not reacting to bullet tracing. The overal model and collision seems to be Ok on export, but the unknown part of "cracking glass logic" is not yet known. This temporary research and info topic can be obsolete now, do not rely on info posted here.Īug.6 Import-only filter was released several days ago. Please head up to Grand Theft Auto V subforum in ZModeler3 Discussion forum, as this filter is not related to ZModeler2 product!Īug.10 An import-export filter is now available in ZModeler 3.1.0. The plugin is available for ZModeler3 only.
