Cloth Mesh Support available (Thank you Oleg)

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Cloth Mesh Support available (Thank you Oleg)

Postby FoxtrotDelta » Fri Feb 09, 2018 11:32 pm

this thead is created to congratulate and Thank, Oleg for his hard work and giving us ability to export working cloth Mesh now ever since today's update. my heartiest Thanks. and new zmodeler 3 x64bit is awesome!

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Re: Cloth Mesh Support available (Thank you Oleg)

Postby Oleg » Sat Feb 10, 2018 1:13 am

Thanks. I remind your cloth support request in x64 version release notes))).

It might be hard to me to explore entire game, but if anyone had ever seen in game:
1. a destructible object (like street lamp) with cloth;
2. any .ydr model in OpenIV that has cloth in it;
we could go even further with cloth meshes or even get them on ped models probably.

I haven't seen anything on #1 or #2 yet.
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Re: Cloth Mesh Support available (Thank you Oleg)

Postby pnwparksfan » Wed Feb 14, 2018 8:40 pm

Oleg wrote:Thanks. I remind your cloth support request in x64 version release notes))).

It might be hard to me to explore entire game, but if anyone had ever seen in game:
1. a destructible object (like street lamp) with cloth;
2. any .ydr model in OpenIV that has cloth in it;
we could go even further with cloth meshes or even get them on ped models probably.

I haven't seen anything on #1 or #2 yet.



Check out
Code: Select all
x64m.rpf\levels\gta5\_cityw\venice_01\vb_28.rpf\vb_28_tape.yft
- an interesting object, although it's a yft and not a destructible object.

For #1, check out any of the
Code: Select all
prop_beach_parasol
objects in
Code: Select all
x64i.rpf\levels\gta5\props\recreational\v_sports.rpf
. These are all destructible YFT props with cloth.

I'm not aware of any YDR with cloth so far. But you could look at the clothes on peds like
Code: Select all
a_f_y_beach_01
which has cloth on the skirt, for example.
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Re: Cloth Mesh Support available (Thank you Oleg)

Postby pnwparksfan » Wed Feb 14, 2018 8:54 pm

When I try to import vb_28_tape into zmod, it says "No shader configuration avail for "cloth_spec_cutout""
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Re: Cloth Mesh Support available (Thank you Oleg)

Postby Oleg » Thu Feb 15, 2018 2:54 am

thanks. will inspect these files later.
cloth on ped (.ydd files) is driven by additional cloth-setup file *.yld
this is currently under research.

I haven't inspected much cloth files, so if you get "missing shader configuration" report shader name and file name/location so I could add these shaders too.
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Re: Cloth Mesh Support available (Thank you Oleg)

Postby pnwparksfan » Mon Feb 26, 2018 7:57 pm

I updated to the latest version and am still getting the no shader error for cloth_spec_cutout.

Is there any way for users to import shaders from the game ourselves or does it have to be a particular format? CodeWalker does have an export shaders tool, but I didn't see anywhere I could make them available for zmod.
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Re: Cloth Mesh Support available (Thank you Oleg)

Postby Oleg » Tue Feb 27, 2018 1:39 am

will include this shader in next update.
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Re: Cloth Mesh Support available (Thank you Oleg)

Postby Sgt. Wade » Sun Mar 04, 2018 6:21 am

Hi all, Could someone provide a basic tutorial for newbies on how to shader the flag/cloth correctly. what properties steps in zmod.
and any additional meta data they need to include to make the model flags simple work?
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Re: Cloth Mesh Support available (Thank you Oleg)

Postby Oleg » Sun Mar 04, 2018 7:47 am

here's an example used in a video.

In basic steps:
1. create a geometry named .cloth, put it into a root branch of export hierarchy (most likely to be inside "chassis", but it could be inside "buffalo2_hi", no problem here).
2. you can use any shader on cloth mesh here, including emissive and transparent.
3. set user-defined properties on cloth object (in an example file, these are set on L1 level, as cloth object misses L0 level). Most likely you will need a "Response" user-defined property. it is a comma-separated list of values for wind-response levels. The lower value, the "heavier" the cloth drape is. value like 0.0001 is very heavy, value like 0.005 is very light-weight and easy to shake drape.
4. switch object to vertices level and assign per-vertex properties; these are moved to "GTA Options" for simplicity. The main thing is to set at least one static point. Also, you specify response level too. I mostly set Level#1 on static points and Level#2 on the rest of points; then I refine response values on entire cloth object until satisfied.

P.S. the missing L0 on .cloth is to force buffalo2_hi.yft be exported with NO CLOTH in it. This trick allows buffalo2_hi.yft file contain embedded textures, as you can't use them with cloth model otherwise. The game will use cloth from buffalo2.yft file in any case.
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cloth_buffalo2.z3d
(6.14 MiB) Downloaded 30 times
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Re: Cloth Mesh Support available (Thank you Oleg)

Postby pnwparksfan » Tue Mar 06, 2018 1:02 pm

Oleg wrote:will include this shader in next update.


Did this get included in the most recent update? I didn't see it in the change log.
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Re: Cloth Mesh Support available (Thank you Oleg)

Postby Oleg » Tue Mar 06, 2018 1:22 pm

no, was in rush with other stuff. will put it in next update in a day or two.
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Re: Cloth Mesh Support available (Thank you Oleg)

Postby pnwparksfan » Tue Mar 06, 2018 8:25 pm

Oleg wrote:no, was in rush with other stuff. will put it in next update in a day or two.


OK thanks, looking forward to it.
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Re: Cloth Mesh Support available (Thank you Oleg)

Postby Oleg » Wed Mar 07, 2018 1:05 am

get an update.
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Re: Cloth Mesh Support available (Thank you Oleg)

Postby pnwparksfan » Wed Mar 07, 2018 8:03 pm

Thanks Oleg. I have downloaded the latest update, and am now able to import/export all the cloth props I've found so far.

I'm having trouble exporting a usable cloth prop model. Have you tried this yet? Can you provide any info on steps required, or how to set up the model?

I'm using prop_flag_us_r.yft as an example. Here is how the original model looks in OpenIV:

Image

When I import it into zmod, this is how it looks. (Don't mind those other props I've imported/tried to make):

Image
(Click for large image)

As you can see, it imports with a very basic hierarchy which does not look like the original. When I export it as-is, it looks like this:

Image

You can see that there are polys/vertices (see upper left of screenshot), but nothing is visible. Even if you zoom in/out you can't see anything. When I try to spawn this prop in-game, it immediately crashes the game to desktop.

If I change the hierarchy to rename .cloth to the name of the prop, then I'm able to view it in OpenIV, but as you can see the hierarchy is still different from the original. This also crashes the game to desktop.

Image

Image


So, any suggestions on how I can successfully export a prop with cloths?
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Re: Cloth Mesh Support available (Thank you Oleg)

Postby pnwparksfan » Wed Mar 07, 2018 8:16 pm

It may prove useful for your research to note that I imported and exported prop_parasol_03.yft with no changes, and it did work in game. This is a prop with cloth, but also with other non-cloth meshes.
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Re: Cloth Mesh Support available (Thank you Oleg)

Postby Oleg » Thu Mar 08, 2018 5:35 am

i haven't tested cloth-only files. will inspect what goes wrong on export then.
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