To all that have been asking about this. I made a Twitch highlight of my most recent vehicle workings at the following address - www.twitch.tv/videos/1939211061
Changeable Unit Numbers. 1. Select the bodyshell, dismiss the compound and select L0 Bodshell to work with. 2. Select Vertex mode for only the polys related to labeling. 3. Detach from rest and unlink from parents. 4. Slightly move out or up away from previous position to be top-most. 5. Create New Material that will be used as the sign. GTAV-> vehicle_general -> vehicle_badges 6. Detach the A B and C sections for the first,second,third numbers to have textures applied. 7. Open Material and change it to the numbers.png texturemap. 8. Select the A B and C sections and then change material in Polygons to vehicle_sign_a0. 9. Map the A-C0 to the UV mapper, outer resize to 95%, inner is 94%. 10. Once all numbers are aligned, you will want to LOD them to L2. 11. Once LOD'd copy the dummy of the vehicle_hi and then rename it to the vehicle_sign_a0 and the LOD'd version to *_ng -If you use the dummy of the vehicle_hi then it will maintain distance from world as indicated. -If you use the duplicated object/texture then it conforms to the body instead. 12. Create "Mods" folder under vehicle streaming folder, export the numb_a0 and it's child object together into a .yft -Will need to validate naming for potential issues, might need police_numb_a0 for instance.
In my comment below for the steps. To have the "mods" show up in a vehicle repair/mod shop, the files would have to be named correctly related to to the object/mod folder. \FiveMServer\cfx-server-data-master esources\COOL_COP_CARS\stream\Police\police - This should contain the YFT and YTD files of the car, and one subfolder called "mods" The mods would have a naming convention similar to the model. If the model is "police" then the mod files within the "mods" folder would be "police_sign_a0.ytf" and "police_sign_a9.ytf" and so on for A(0-9) and B(0-9) and C(0-9). Since each file is a mod for the different unit numbers. (A)(B)(C). So if you have A0,B0,B3 it should show 003 on the car. Hope that helps. Going back down memory lane, it is related to the metadata files for modkits. So the "police" I had was using this modkit, that would be within the carvariations.meta file.
700_police_modkit Then you would also have to ensure that carcols.meta file was updated with tthe modkit, and what bones are attached to of the vehicle. Some Example chunks of it. You would have to do a block for A(0-9) and so on for B and C. This is all done under the section under the Item/Kitname
The video was helpful up until 2:18 when there were suddenly cuts with no explanation. You crusor was not visible through some parts of the video and you did not explain what exactly you were doing in those and some other parts. For beginners it's very hard to find what we're supposed to do. The text could've been further down in the video too.
Do you have discord? I would really like your help with some problems I'm having when making unit numbers, when I apply tuning they don't appear. But when I import it into zmodeler they don't appear, it's as if it wasn't downloaded from FiveM
@@toddpechin3039 See if this helped at all Changeable Unit Numbers. 1. Select the bodyshell, dismiss the compound and select L0 Bodshell to work with. 2. Select Vertex mode for only the polys related to labeling. 3. Detach from rest and unlink from parents. 4. Slightly move out or up away from previous position to be top-most. 5. Create New Material that will be used as the sign. GTAV-> vehicle_general -> vehicle_badges 6. Detach the A B and C sections for the first,second,third numbers to have textures applied. 7. Open Material and change it to the numbers.png texturemap. 8. Select the A B and C sections and then change material in Polygons to vehicle_sign_a0. 9. Map the A-C0 to the UV mapper, outer resize to 95%, inner is 94%. 10. Once all numbers are aligned, you will want to LOD them to L2. 11. Once LOD'd copy the dummy of the vehicle_hi and then rename it to the vehicle_sign_a0 and the LOD'd version to *_ng -If you use the dummy of the vehicle_hi then it will maintain distance from world as indicated. -If you use the duplicated object/texture then it conforms to the body instead. 12. Create "Mods" folder under vehicle streaming folder, export the numb_a0 and it's child object together into a .yft -Will need to validate naming for potential issues, might need police_numb_a0 for instance.
To all that have been asking about this. I made a Twitch highlight of my most recent vehicle workings at the following address - www.twitch.tv/videos/1939211061
Changeable Unit Numbers.
1. Select the bodyshell, dismiss the compound and select L0 Bodshell to work with.
2. Select Vertex mode for only the polys related to labeling.
3. Detach from rest and unlink from parents.
4. Slightly move out or up away from previous position to be top-most.
5. Create New Material that will be used as the sign. GTAV-> vehicle_general -> vehicle_badges
6. Detach the A B and C sections for the first,second,third numbers to have textures applied.
7. Open Material and change it to the numbers.png texturemap.
8. Select the A B and C sections and then change material in Polygons to vehicle_sign_a0.
9. Map the A-C0 to the UV mapper, outer resize to 95%, inner is 94%.
10. Once all numbers are aligned, you will want to LOD them to L2.
11. Once LOD'd copy the dummy of the vehicle_hi and then rename it to the vehicle_sign_a0
and the LOD'd version to *_ng
-If you use the dummy of the vehicle_hi then it will maintain distance from world as indicated.
-If you use the duplicated object/texture then it conforms to the body instead.
12. Create "Mods" folder under vehicle streaming folder, export the numb_a0 and it's
child object together into a .yft
-Will need to validate naming for potential issues, might need police_numb_a0 for instance.
Hi there, I'm wondering how you would add the vehicle numbers to options under Bennys?
In my comment below for the steps. To have the "mods" show up in a vehicle repair/mod shop, the files would have to be named correctly related to to the object/mod folder.
\FiveMServer\cfx-server-data-master
esources\COOL_COP_CARS\stream\Police\police - This should contain the YFT and YTD files of the car, and one subfolder called "mods"
The mods would have a naming convention similar to the model. If the model is "police" then the mod files within the "mods" folder would be "police_sign_a0.ytf" and "police_sign_a9.ytf" and so on for A(0-9) and B(0-9) and C(0-9). Since each file is a mod for the different unit numbers. (A)(B)(C). So if you have A0,B0,B3 it should show 003 on the car.
Hope that helps.
Going back down memory lane, it is related to the metadata files for modkits. So the "police" I had was using this modkit, that would be within the carvariations.meta file.
700_police_modkit
Then you would also have to ensure that carcols.meta file was updated with tthe modkit, and what bones are attached to of the vehicle. Some Example chunks of it. You would have to do a block for A(0-9) and so on for B and C. This is all done under the section under the Item/Kitname
700_police_modkit
MKT_SPECIAL
police_sign_a0
VMT_CHASSIS2
chassis
chassis
VMCP_DEFAULT
police_sign_b0
VMT_CHASSIS3
chassis
chassis
VMCP_DEFAULT
police_sign_c0
VMT_CHASSIS4
chassis
chassis
VMCP_DEFAULT
Adding this for reference - www.twitch.tv/videos/1939211061
The video was helpful up until 2:18 when there were suddenly cuts with no explanation. You crusor was not visible through some parts of the video and you did not explain what exactly you were doing in those and some other parts. For beginners it's very hard to find what we're supposed to do. The text could've been further down in the video too.
Here you got for reference - www.twitch.tv/videos/1939211061
Do you have discord?
I would really like your help with some problems I'm having when making unit numbers, when I apply tuning they don't appear.
But when I import it into zmodeler they don't appear, it's as if it wasn't downloaded from FiveM
www.twitch.tv/videos/1939211061 - Let me know if you need more help after this.
@@Despized I had the same issue. I watched the Twitch but nothing changed with my outcome.
@@toddpechin3039 See if this helped at all
Changeable Unit Numbers.
1. Select the bodyshell, dismiss the compound and select L0 Bodshell to work with.
2. Select Vertex mode for only the polys related to labeling.
3. Detach from rest and unlink from parents.
4. Slightly move out or up away from previous position to be top-most.
5. Create New Material that will be used as the sign. GTAV-> vehicle_general -> vehicle_badges
6. Detach the A B and C sections for the first,second,third numbers to have textures applied.
7. Open Material and change it to the numbers.png texturemap.
8. Select the A B and C sections and then change material in Polygons to vehicle_sign_a0.
9. Map the A-C0 to the UV mapper, outer resize to 95%, inner is 94%.
10. Once all numbers are aligned, you will want to LOD them to L2.
11. Once LOD'd copy the dummy of the vehicle_hi and then rename it to the vehicle_sign_a0
and the LOD'd version to *_ng
-If you use the dummy of the vehicle_hi then it will maintain distance from world as indicated.
-If you use the duplicated object/texture then it conforms to the body instead.
12. Create "Mods" folder under vehicle streaming folder, export the numb_a0 and it's
child object together into a .yft
-Will need to validate naming for potential issues, might need police_numb_a0 for instance.