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9th February 2018GTA5: Cloth-simulated meshes   
 
  

ZModeler3 got an update featuring cloth-simulated meshes export for GTA5. The simulated cloth will response to host object movement and in-game wind.

Cloth geometry can use any shader and have to be named as .cloth in hierarchy. High-detailed geometry model (e.g. buffalo2_hi.yft with highest LOD) can be exported with no cloth, as game reads cloth mesh from main model file with default LODs (buffalo2.yft with L1, L2, L3)
 
  
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25th December 2017ZModeler 3.2.0 release notes   

ZModeler3 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. Versions are cross-compatible in features and saved files, however you will be unable to open .z3d files created in any of these and further versions in any old version of ZModeler. It is recommended to keep backup of your .z3d files saved in current version of ZModeler if you wish to revert to older version for some reason. 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.

When you use an autoupdate in your current version, you will get a 32-bit upgrade to 3.2.0 by default. If you wish to switch to 64-bit version, you should download it from the website front page. Make sure to switch a button above download link to 64-bit before pressing "Download" button. 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. (read full story...)
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28th July 2017.GTA5: Collision attributes added   
 
  

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). 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. 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.
 
  

The thing that applies to fragmentible files and any other collision are collision surface attributes. 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. 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. Still can't claim on options names being accurate as they are taken from OpenFormats and GIMS Evo point of view onto surface options.
 
  

One shader definition from running-guns DLC was added to allow additional UV-animating materials be imported and exported properly. This time shader vehicle_track_ammo will toggle UV slide animation when gun is firing. The image shows a Dune 3 model imported that utilizes this shader on a mounted gun.
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13th July 2017ZModeler 3.1.5 release notes   
ZModeler3 core have been upgraded and required to line up version to 3.1.5. Those who download ZModeler for the first time will get pleased by an ability to activate and install trial license straight in ZModeler license window. Single button click and restart of application is enough. In rare cases when platform ID (not absolutely unique) is already in use, creating an account and requesting for ID to be added onto account with trial license still applies as a method.
 
  
Creating and using account to manage licenses is still needed, as you can purchase and activate paid license in your account only, trial license activated inside ZModeler can be used for the quick glance at software with no additional steps needed: just download, run and activate. (read full story...)
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22nd May 2016.GTA:V Characters (Player, NPC) modding   
 
  

GTA:V collections of model (.ydd files) support have been added including import/export of skeletal rigged models. This allows an editing of player model, NPC and ped models at the first place, and opens wider range of editing possibilities for the game content (including minimap, buildings and accessory models).
 
  

Player model modding might require an additional rigging for proper model behavior, so a replacement model can wink and talk properly. Additionally, you might need to do a texture work, as cloth and face wrinkles require a set of bump-maps. Cloth might use up to four displacement bump-layers for walking phases, and face can use up to six bump-layers for different emotions. You can explore (and even utilize on your own models) original game textures for this purpose. On the other hand, you can use generic ped shaders with no need to care of these extra features if you like the look of the model you create.
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24th October 2015.GTA5 Modding video guides   
As the guideline for your modding experience with ZModeler3 a set of GTA4 to GTA5 conversion video tutorials have been made. This will cover the entire workflow starting from importing a model to an in-game tests and final polishing making it possible to learn main options and features of ZModeler3.

The first part of video guide includes geometry conversion, hierarchy assembly and collision setup (including vertices painting, converting objects to compounds and refining collision volumes).


The second part is a materials conversion and adaptation to in-game effects like burnt, emissive light on headlights/taillights, glass shuttering and crash, and a default license plate setup.
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ZModeler3 Version 3.2.0.1178

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Submitted on 9th February 2018
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Last submission on 10th February 2018

Bugfix: messed materials on .Y... 284.37 Kb
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