

Kudos to you Oleg! It's intense waiting and watching you to finish it. One thing that became simplier is shadow - GTA4 renders shadow automatically.įirst of all.
Convert gta iv to v zmodeler 3 driver#
For example, you can't use just "this sphere is a front driver door" like in GTA - you have to create a solid (simple box), and then it can interact with the world. The most important thing that changed is a collision - you have to create solid (water-proof) volumes for all parts that can collide with the world. Literally, you have to deal much more with textures when making a gta4 car.Ĭoncerning the mesh and scene - it's nearly as simple as GTA:SA. Also, some commonly used shaders require additional "specular" texture - this is a black and white texture that defines level of specular highlight. Each shader uses predefined-purpose textures, but you can adjust some of settings slightly.įor example, you can't simply use color-painted material, you have to assign some shader the one which is close enough are "paint" shaders, but they all require at least one texture - texture with dirt mapping. It's nearly the same as GTA:SA, but you are limited to a set of shaders. Game calculate points position and slowly add error, when load savegame last position of objects are read with the error added and the corruption increases up to crashĭoes this apply for just like, cars? Or are all the models messed up when you export them? May be problem with coordinate format or something like this

For example, exported model might work fine on high detail, but when I restart the game, I get some messed parts, after I load a saved game I get much more messed parts and just few minutes later game hangs up. Literally, filter exports correct mesh organization and arrangement, including collision, hierarchy, materials and shaders, but the mesh geometry data is laid a bit improperly (in terms of game requirements), so I get messed mesh randomly. Original geometry "attached" to exported structure part works fine.

My geometry block "attached" to structure part (the part that organizes the mesh hierarchy, phisics, collision, materials, shaders, etc.) produces buggy file (with messed geometry as shown above). After a long time of messing and replacing "original" data and "exported" I've located that problem is in layout (order/padding/align) of mesh/geometry block.
