My coding knowledge limits to CScript, a WinCC scripting language used in PLC, so the basics, like boolean algebra, structure, variables are somewhat covered. This sounds far too adventurous for a guy who just wants to edit a spoiler away from a car. Right at the moment, there is no way past ZModeler 3, and if i had previously extracted the geometries, i had to clutter them back together, then import in ZModeler, assign properties in it, etc.
Well, so far the imports of geometries were done, but there is still a question, how to export the modified meshes back to GTA 5 native file format, the XFT. (My respect to Aru, creator of SparkIV)įor importing GTA V cars, i found a handy WFT/XFT to DFF tool (made by DK22Pac), which allowed me to export GTA 5 geometries to Renderware DFF, which i could import with Maxorators Renderware import plugin.
I still appreciate the effort of Oleg, its creator, but think, that it could be done a bit more, if the software was Open Source.Īs previously, i became accustomed with possibilities of Blender, i desperately searched for solutions for importing game files and stumbled on SparkIV editor tool, which offers a possibility to convert meshes to Valve SMD, thus allowing me to import the meshes with Blender Source Tools. In case of ZModeler, GTA IV and V require two separate ZModeler versions and two separate renewable licenses, not to mention, that its interface and possibilities are somewhat extravagant and, for example, doesn’t support keyboard shortcuts and have no render engine. Autodesk also do not offer retail licenses of this version anymore.
In case of 3DS Max, there are GIMS Plugins, (made by 3Doomer from scratch, hat off) available for, but they only seem to work with 3DS Max 2012, the trial of which is only avaiable on shady sites or not available at all. So i tried other software first, but stumbled across some obstacles… Many people have already created beautiful and fun modifications for these games, but i haven’t seen anyone using Blender yet.
My dream is to write a import and export plugin for GTA 4 and 5 models for purpose of PC modifications, because i’m fascinated by the possibilities of expanding the game world of GTA. The image shows a Dune 3 model imported that utilizes this shader on a mounted gun.I’d like to tell you about a project i’d like to start and help i need with. This time shader vehicle_track_ammo will toggle UV slide animation when gun is firing. One shader definition from running-guns DLC was added to allow additional UV-animating materials be imported and exported properly. Still can't claim on options names being accurate as they are taken from OpenFormats and GIMS Evo point of view onto surface options. Attributes are formerly known as "Flags" can specify in-game capabilities of particular objects of polygons by allowing or disallowing player to climb on these objects, being able to stand on some collisions, use it as cover or specify them as shot-through surfaces. These could be set on YDR collision objects (entries of collision group), on collision objects of any kind and quite remarkable on polygons of collision meshes. The thing that applies to fragmentible files and any other collision are collision surface attributes. Options on the image relates to collision object properties and apply to YDR models only (and later to YBN static boundary), they have no effect on fragmentible YFT files. So most of options I've added are generally a GIMS point of view on the subject - these options could be correct or might be changing something different in game than declared. GTA5 collisions models have been revised slightly, big thanks to GIMS Evo for inspiration (these guys are way ahead in deep collision model understanding than me including their support of static collisions and YBN files). Profile and settings are compatible with old versions, so you can use your profile XML in new downloads to restore all your ZModeler settings after upgrade. Make sure to switch a button above download link to 64-bit before pressing "Download" button. If you wish to switch to 64-bit version, you should download it from the website front page.
When you use an autoupdate in your current version, you will get a 32-bit upgrade to 3.2.0 by default. New 32-bit and 64-bit are not guaranteed to run and activate smoothly, so having an old version backup is worth for the first days of release. z3d files saved in current version of ZModeler if you wish to revert to older version for some reason. It is recommended to keep backup of your. z3d files created in any of these and further versions in any old version of ZModeler. Versions are cross-compatible in features and saved files, however you will be unable to open. ZModeler 3 core have been upgraded to support 64-bit builds, starting from version 3.2.0 two versions will be available (32-bit and 64-bit) for download.