I am willing to do whatever it takes just to gain this kind of knowledge i 'm really interested in this work, currently I'm working on a 1970 dodge charger but having lot of problem with my textures thanks for this video this is amazingly good service for this community.🎉
Hey, thanks for this tutorial. Very helpful stuff. I'm currently converting a car and making tuning for it. Everything is good, except for spoiler tuning. I tried to replicate your steps and the tuningspoiler always ends up positioned behind/higher than the actual car. I'm super confused as I've played around with the axis million times and other parts like front bumper etc. all work perfect. Not sure why the spoiler tuning is so hard to get right. When I export the spoiler part it also remains where it actually is on the car, not how yours is, underneath.
You need to set the spoilers local axis so it's the same as whichever part you're attaching it to in carcols.meta (in most cases this would be the boot bone) So use the copy axes tool and left click the boot, then left click your spoiler. (Parent then child) Then you need to reset the position of your spoiler with the reset to world tool with the axis settings 'keep object' turned off (top right of axis tools tab) then left click your spoiler and it should reset to the world origin (physically move the model in the scene) It's as simple as that.
I'm not understanding the part where you copy the oracle_hi into a dummy. When I do that after everything else, it doesn't cop into a dummy but just a full on copy instead.
Hey, I have a question. I currently have an EXTRA that was exported from Blender that isn't following deformation in GTA5. I've pretty much tried everything at this point and I can't seem to find the issue. I've exported things from Blender into zmod before without any issues. I'm not sure on what causes deformation to work in GTA unfortunately. Do you know the answer to this Master Stewart? ❤
Hi there, deformation is controlled with the green vertex color channel strength (from 0 to 1 represented by black or white colour) you need to paint the object(s) on the green channel the opposite color to what they are at the moment, then it will deform again. You can do this in ZModeler 3 with the paint tool or in blender with an add-on called Vertex Color Master.
@@13Stewartc Omg that helped. Thank you so much! I don't think I'd ever be able to figure that out myself since there isn't any documentation on it. I don''t think? May I ask what the other colors are for? Alpha channel is the only one I know.
Hi dude! Your tutorials are super helpful, I just started using ZModeler3 and I am kinda lost, your videos help a ton! But I've been stuck at something for a bit, I have a tuning part that modifies part of the bonnet and doors, however when I apply my tuning part, the doors refuse to open, any ideas? I've tried messing around with hierarchy and stuff but I can't get it to work. Maybe it can't be done as one tuning part? I have no idea. The doors have their flags in the tuning too, even the collisions. Copied the whole model, deleted everything but the bonnet and the doors and edited them, so not much changed.
Refer to a R* vehicle for the setup of parts such as the bonnet, boot etc. if the bonnet on your base model opens, it's possible to make it open as an aftermarket part, you just need to attach your aftermarket part to the bonnet bone and have it reset to world.
@@13Stewartc The problem is that I think that would make the other parts rotate with the bonnet too, so it's not possible to have it be multiple things at once?
i tried doing a hood and in game it shows it fine its where it supposed to be but when i open it, it goes like high in the air do you know what i could do to fix that ?
You need to set it up as if it were a front bumper or a spoiler modification. With the same local axes position (and modkit dummy position) as the original bone, then you need to reset the modkit dummy and the modkit part to world (axes tools, with axes tools settings set to keep original turned off) at which point the mesh should move when you reset it to world. Then you need to make sure your modkit part entry in carcols bone is set to 'bonnet' and mod collision bone is also set to 'bonnet'
also had another question up to this points ive been adding parts to cars that have mod kit but what do i do when it doesnt got one, it jus says default kit @@13Stewartc
If you want a part to be an extra, you set it up as an extra bone in your base vehicle. See any other R* vehicle with extras for an example (cop cars are a great example of vehicles with extras, try "police_hi.yft" model as a good example)
@@13Stewartc Thank you for the reply, do you know where the textures are stored. Let say im looking at the faction3 and its livery mods in mplowrider2 where do i find the textures that correspond to the livery
Hi, tbh i have no clue what i am doing, so I try to do my best to explain. So my problem ist that I recieved a few files i am supposed to convert in ZM3 from .obj to .yft. ZM3 does export just the file as a 2KB empty file. Even when I add a Dummy the Object gets converted but shows in OpenIV no skin. How do I fix that?
Man, I cant wait to get that good on xmodeler. I added a 5th wheel from one car to another and now when i load the game and spawn that car, it just takes off in the air or explodes after it bangs the ground. Can you tell me whats going on please?
Yea. My issue was the I lowered the car instead of just raising the wheels. Also make sure your bodyshell, chassis, and that main collision is centered to the world and not it's self. This worked for me.
You can't do it properly no. (The glass won't break) best way to do do sunroofs as modkit parts is to make them exist on the base model then add a modkit part to remove them / replace with hard top.
@@lushugaming6 You need to make the base vehicle have a sunroof by default, then add aftermarket parts to replace the sunroof with no sunroof, thats the only way to make sure it can function properly (breakable glass)
select the wheels, the wheel collisions, the suspension and hubs. Move them down. Then edit the suspension meshes so they still mount to the car. (not required but it makes em look nice) profit. Do note though you may have to edit the handling as moving the wheels effects the cars center of mass.
Its done via UV mapping + one of the dials scripts. Car turns on, dial moves, mapping determines where it moves to, you get the "animated" lights effect.
I am willing to do whatever it takes just to gain this kind of knowledge i 'm really interested in this work, currently I'm working on a 1970 dodge charger but having lot of problem with my textures thanks for this video this is amazingly good service for this community.🎉
Hello
Bro do you know how to use zmodeler properly if yes then plz give me your Instagram or WhatsApp please ❤️
Hey mate how would i go about changing the headlights and front bumper on an existing mod (2002 wrx wagon)
Hey, thanks for this tutorial. Very helpful stuff. I'm currently converting a car and making tuning for it. Everything is good, except for spoiler tuning. I tried to replicate your steps and the tuningspoiler always ends up positioned behind/higher than the actual car. I'm super confused as I've played around with the axis million times and other parts like front bumper etc. all work perfect. Not sure why the spoiler tuning is so hard to get right. When I export the spoiler part it also remains where it actually is on the car, not how yours is, underneath.
You need to set the spoilers local axis so it's the same as whichever part you're attaching it to in carcols.meta (in most cases this would be the boot bone)
So use the copy axes tool and left click the boot, then left click your spoiler. (Parent then child)
Then you need to reset the position of your spoiler with the reset to world tool with the axis settings 'keep object' turned off (top right of axis tools tab) then left click your spoiler and it should reset to the world origin (physically move the model in the scene) It's as simple as that.
@@13Stewartc I’m having this same issue and these steps to fix the local axes and nothing works.
@@13Stewartc Reset to Parent or Reset to World? Asking because on the video you use Reset to Parent
Can u show how to make a car hood transparent? Want to do it to a 99 Honda civic
Check out one of the existing modkit parts so you know how to do this. (The kanjo sj has this part iirc) search kanjosj_mods.rpf in OpenIV
I'm not understanding the part where you copy the oracle_hi into a dummy. When I do that after everything else, it doesn't cop into a dummy but just a full on copy instead.
I'm not sure what you mean by that. But try checking the settings of the copy tool (create tab, then top right of the copy tool icon)
Hey, I have a question.
I currently have an EXTRA that was exported from Blender that isn't following deformation in GTA5. I've pretty much tried everything at this point and I can't seem to find the issue. I've exported things from Blender into zmod before without any issues. I'm not sure on what causes deformation to work in GTA unfortunately.
Do you know the answer to this Master Stewart?
❤
Hi there, deformation is controlled with the green vertex color channel strength (from 0 to 1 represented by black or white colour) you need to paint the object(s) on the green channel the opposite color to what they are at the moment, then it will deform again. You can do this in ZModeler 3 with the paint tool or in blender with an add-on called Vertex Color Master.
@@13Stewartc Omg that helped. Thank you so much! I don't think I'd ever be able to figure that out myself since there isn't any documentation on it. I don''t think?
May I ask what the other colors are for? Alpha channel is the only one I know.
Hi dude! Your tutorials are super helpful, I just started using ZModeler3 and I am kinda lost, your videos help a ton! But I've been stuck at something for a bit, I have a tuning part that modifies part of the bonnet and doors, however when I apply my tuning part, the doors refuse to open, any ideas? I've tried messing around with hierarchy and stuff but I can't get it to work. Maybe it can't be done as one tuning part? I have no idea. The doors have their flags in the tuning too, even the collisions. Copied the whole model, deleted everything but the bonnet and the doors and edited them, so not much changed.
Refer to a R* vehicle for the setup of parts such as the bonnet, boot etc. if the bonnet on your base model opens, it's possible to make it open as an aftermarket part, you just need to attach your aftermarket part to the bonnet bone and have it reset to world.
@@13Stewartc
The problem is that I think that would make the other parts rotate with the bonnet too, so it's not possible to have it be multiple things at once?
i tried doing a hood and in game it shows it fine its where it supposed to be but when i open it, it goes like high in the air do you know what i could do to fix that ?
You need to set it up as if it were a front bumper or a spoiler modification. With the same local axes position (and modkit dummy position) as the original bone, then you need to reset the modkit dummy and the modkit part to world (axes tools, with axes tools settings set to keep original turned off) at which point the mesh should move when you reset it to world. Then you need to make sure your modkit part entry in carcols bone is set to 'bonnet' and mod collision bone is also set to 'bonnet'
@@13Stewartc ya thank you it worked
also had another question up to this points ive been adding parts to cars that have mod kit but what do i do when it doesnt got one, it jus says default kit @@13Stewartc
how about when i want the part to go on Extras?
If you want a part to be an extra, you set it up as an extra bone in your base vehicle. See any other R* vehicle with extras for an example (cop cars are a great example of vehicles with extras, try "police_hi.yft" model as a good example)
What are the limits for each tuning part category.
There aren't limits per category that I'm aware of but, there's a 257 part limit per modkit. So you can have up to 257 visibleMods per modkit.
@@13Stewartc Thank you for the reply, do you know where the textures are stored. Let say im looking at the faction3 and its livery mods in mplowrider2 where do i find the textures that correspond to the livery
Hi,
tbh i have no clue what i am doing, so I try to do my best to explain. So my problem ist that I recieved a few files i am supposed to convert in ZM3 from .obj to .yft. ZM3 does export just the file as a 2KB empty file. Even when I add a Dummy the Object gets converted but shows in OpenIV no skin. How do I fix that?
Check out my car conversion tutorial. It'll explain how to convert parts for a car including materials and textures.
@@13Stewartc so are you able to make any vehicle for gta ?? if so i got a request if your willing to help ?
Man, I cant wait to get that good on xmodeler. I added a 5th wheel from one car to another and now when i load the game and spawn that car, it just takes off in the air or explodes after it bangs the ground. Can you tell me whats going on please?
Not sure what the issue is there mate sorry
I’m having the same problem ever figure it out?
Yea. My issue was the I lowered the car instead of just raising the wheels. Also make sure your bodyshell, chassis, and that main collision is centered to the world and not it's self. This worked for me.
is it possible for me to put a sunroof with a car that has no sunroof ?
You can't do it properly no. (The glass won't break) best way to do do sunroofs as modkit parts is to make them exist on the base model then add a modkit part to remove them / replace with hard top.
means i need to make the bodyshell with a sunroof hole on it ?
@@lushugaming6 You need to make the base vehicle have a sunroof by default, then add aftermarket parts to replace the sunroof with no sunroof, thats the only way to make sure it can function properly (breakable glass)
also is there anyway to do like modkit wheels?
Yes, check my wheel creation series.
@@13Stewartc bet thank you
Does anyone know how to lift suspension in zmodeler?
select the wheels, the wheel collisions, the suspension and hubs. Move them down. Then edit the suspension meshes so they still mount to the car. (not required but it makes em look nice) profit. Do note though you may have to edit the handling as moving the wheels effects the cars center of mass.
How to make animated lights plz reply
Its done via UV mapping + one of the dials scripts. Car turns on, dial moves, mapping determines where it moves to, you get the "animated" lights effect.
The alternative is also done with police lightSettings
@@13Stewartc is there a tutorial?
@@akhileshmali2470 I haven't made one but there might be one on RUclips :) Just gotta search for it
race dials
how to make els police lights
idk how to make police lights mate. Also ELS is kinda ehhh, better off using the standard GTA 5 lighting system.