Do you have a video of merging zmodeler 2 rims to replace GTA v vehicle rims I been trying ur method but don't work I end up with invisible wheels or something is rotating like interior or motor
hey stew, your vids have been helping me get into zmod quite nicely. i was wondering if you could explain how to create mismatch wheels (different wheels front and back)? much appreciated.
Check cars such as the Tornado6 basically the same setup. (Hierarchy wise) just import it and see how it's been done. Keep in mind though that when you swap the wheels to aftermarket ones in game, all the wheels will change. Not just the fronts / rears on their own.
Need some help with the tire collisions on a vehicle I’m working on. The wheel collisions are the correct size in zmod but when I accelerate in game the tires go through the ground then pop right back up and sit flush with the ground. It only happens when the vehicle is starting or stopping. At normal or fast speeds the car drives fine and the tires sit right on the road. Any ideas and help is appreciated.
How do you get the brake calipers to turn with the wheel? Vagally remember you put them in wheel lf and pull back out or something cant remember how to do it.
no, they just need to be named hub_lf hub_rf, hub_lr and hub_rr and their local axes must be set to the origin of the wheel bones. (Just import any vanilla gta 5 car to see how it should be setup)
Hey Steward! Do you know how I can offset the position of custom tuning wheels applied in-game from the stock wheels position while retaining the position of the stock wheels? I’ve seen a few cars do it but I have no clue how. It’s actually confusing because custom wheels respect the wheel node position but respect Front COL scaling, I just don’t understand how it’s even possible with that logic.
There's no proper way to do this. (not without bugs) Most people just use VStancer to adjust the track width if needed. However tuning wheels will adjust to the width of the wheel collisions on your base model. Keep in mind though that the position of the brake discs is normalized across all the wheels (so too much width will = to wide a brake disc, which will cause it to clip into your brake calipers.
@@13Stewartc odd tho as the cars that I’ve seen do it don’t use vStancer or any external scripts whatsoever. It’s all done natively. Both the size and position of the custom wheels are constrained to the COL’s respective properties (or so I think). Meanwhile the stock wheels have a different position. 🧐 The only way I’ve managed to accomplish it is by moving the axis of the wheel node while leaving the stock wheel model itself in its desired position, which does work but then causes a game crash upon applying certain custom wheels.
Hello Stewartc, I've followed the steps, but when I load the car model into GTA 5, the wheels are wobbly and do not rotate properly. Do you have any solution to this?
Yeah, sounds like your wheels are not symmetrical. If this is the case, centering the local axis to the object may cause it to be wrong position, causing a wheel wobble on export. Find a better wheel model and then use that whilst following this tutorial :)
maybe do this again from start to finish like getting the right files and dropping them in which buttons to hit and explaining it so I could start from the very beginning if you can please consider it thanks I would love to watch it from start to finish👍
You can watch my other tutorials via this playlist, they cover a lot of the basics that weren't covered in this tutorial specifically. ua-cam.com/play/PL70NpqXgFwIuGhbVZDZni26LxIdtpniDF.html&si=fAOQ4GvPAwPdT0aQ
The model is most likely locked. Or if its a .ydr then you might need to turn off 'slice to parts' for it to appear in your scene. (If the import button goes grey then the model is locked)
I followed everything correctly (i think) but when i spawn car in only my left front has changed scale and the rest are alot bigger (i was trying to swap wheel and size for lowrider style car) should it have worked or is there additional steps to change the rest of the car wheel size?
You can edit both vehicle models at once. The carname.yft is the LOD model and the carname_hi.yft is the highest lod (the LOD that you see in game when you're super close to the car) If on import into zmodeler you have the "combine with existing models" option ticked, the models will be combined for you to work on at once. On export you'll export twice (see my export tutorial for more info)
That'll most likely be an issue with the area of the map you spawned in. Or your wheelScale and wheelScaleRear settings in vehicles.meta aren't set properly. (They should be set to the scale of the rim, not the tire) You should also make sure you're exporting the car properly.
You just import a car like normal, unlink the wheel, rename it then save as a .z3d file, then in your other car project do file > merge then select your z3d file then the object then press merge.
Lack of game config, incorrectly exported model, incorrectly set up add-on. If the model visually appears and the game crashes as soon as you see the car it's most likely the handling that is at fault. The rest of the issues listed here are common faults. The very last one being that your model is corrupt
NEVER TAKE THIS VIDEO DOWN FAM
How do you get wheels from one car to another?
I use this video everytime i make a car
Do you have a video of merging zmodeler 2 rims to replace GTA v vehicle rims I been trying ur method but don't work I end up with invisible wheels or something is rotating like interior or motor
hey stew, your vids have been helping me get into zmod quite nicely. i was wondering if you could explain how to create mismatch wheels (different wheels front and back)? much appreciated.
Check cars such as the Tornado6 basically the same setup. (Hierarchy wise) just import it and see how it's been done. Keep in mind though that when you swap the wheels to aftermarket ones in game, all the wheels will change. Not just the fronts / rears on their own.
@@13Stewartc appreciate the reply, would you be able to help me with this issue; whenever i import a ydr file, my zmod crashes - do you know why?
@@ccmxdia Try turning off 'slice to parts'
Need some help with the tire collisions on a vehicle I’m working on. The wheel collisions are the correct size in zmod but when I accelerate in game the tires go through the ground then pop right back up and sit flush with the ground. It only happens when the vehicle is starting or stopping. At normal or fast speeds the car drives fine and the tires sit right on the road. Any ideas and help is appreciated.
That's a handling issue, I'm not sure how to fix it though.
@@13Stewartcprobably something to do with handling.meta?
How do you get the brake calipers to turn with the wheel? Vagally remember you put them in wheel lf and pull back out or something cant remember how to do it.
no, they just need to be named hub_lf hub_rf, hub_lr and hub_rr and their local axes must be set to the origin of the wheel bones. (Just import any vanilla gta 5 car to see how it should be setup)
@@13Stewartc Ya I got it, Thanks
Hey Steward! Do you know how I can offset the position of custom tuning wheels applied in-game from the stock wheels position while retaining the position of the stock wheels? I’ve seen a few cars do it but I have no clue how. It’s actually confusing because custom wheels respect the wheel node position but respect Front COL scaling, I just don’t understand how it’s even possible with that logic.
There's no proper way to do this. (not without bugs) Most people just use VStancer to adjust the track width if needed.
However tuning wheels will adjust to the width of the wheel collisions on your base model. Keep in mind though that the position of the brake discs is normalized across all the wheels (so too much width will = to wide a brake disc, which will cause it to clip into your brake calipers.
@@13Stewartc odd tho as the cars that I’ve seen do it don’t use vStancer or any external scripts whatsoever. It’s all done natively. Both the size and position of the custom wheels are constrained to the COL’s respective properties (or so I think). Meanwhile the stock wheels have a different position. 🧐 The only way I’ve managed to accomplish it is by moving the axis of the wheel node while leaving the stock wheel model itself in its desired position, which does work but then causes a game crash upon applying certain custom wheels.
Hello Stewartc, I've followed the steps, but when I load the car model into GTA 5, the wheels are wobbly and do not rotate properly. Do you have any solution to this?
Yeah, sounds like your wheels are not symmetrical. If this is the case, centering the local axis to the object may cause it to be wrong position, causing a wheel wobble on export. Find a better wheel model and then use that whilst following this tutorial :)
@@13Stewartc Alright I will try another one, thank you very much!
maybe do this again from start to finish like getting the right files and dropping them in which buttons to hit and explaining it so I could start from the very beginning if you can please consider it thanks I would love to watch it from start to finish👍
You can watch my other tutorials via this playlist, they cover a lot of the basics that weren't covered in this tutorial specifically.
ua-cam.com/play/PL70NpqXgFwIuGhbVZDZni26LxIdtpniDF.html&si=fAOQ4GvPAwPdT0aQ
I want to change the wheels on one of my car, but cant open the drawable object into Z modeler any ideas?
The model is most likely locked. Or if its a .ydr then you might need to turn off 'slice to parts' for it to appear in your scene. (If the import button goes grey then the model is locked)
I followed everything correctly (i think) but when i spawn car in only my left front has changed scale and the rest are alot bigger (i was trying to swap wheel and size for lowrider style car) should it have worked or is there additional steps to change the rest of the car wheel size?
You have to scale the wheel collisions all at once not just the front left
@@13Stewartc Yeah i got it, thanks for your tuts.
for some reason only 1 wheel shows. do you know what might be the reason?
Make sure your wheel_lf bone is called [wheel_lf] and is compounded correctly
can you help me out with my problem, i did step by step what i need to do in the tuto, but if i want to spawn the car in game my game crash
Are you using the official version of ZModeler 3 (3.2.1)
If i replace the Wheels on One YTF doo i have to repeat the process on the other one??? or can i do both at once??
You can edit both vehicle models at once. The carname.yft is the LOD model and the carname_hi.yft is the highest lod (the LOD that you see in game when you're super close to the car) If on import into zmodeler you have the "combine with existing models" option ticked, the models will be combined for you to work on at once. On export you'll export twice (see my export tutorial for more info)
@@13Stewartc The Info is greatly appreciated, LEEEGGEENNDD
Do you have any ideas to add 6x6 vehicles
See the Dubsta 6x6 model for the setup mate.
There is a .skel that is also with the wheel. Do we need to use that also or just the .mesh ?
Sounds like you imported without 'slice to parts' turned on. Try that. As far as ik there shouldn't be any .skel in there at all.
@@13Stewartc I had to uncheck slice to parts, the only way it would load. If i didn't I just got the dff
any idea how to increase wheel size ?
the wheels are a bit too small in game
Resize them with the "X & Y" axis, make sure they're all lined up with collisions as well.
The wheels go a little bit through the ground even with collisions the same size as the wheel
That'll most likely be an issue with the area of the map you spawned in. Or your wheelScale and wheelScaleRear settings in vehicles.meta aren't set properly. (They should be set to the scale of the rim, not the tire)
You should also make sure you're exporting the car properly.
@@13Stewartc HA! Yep I missed that like a dummy, lol my bad!
@@SoMiSongbird no worries ^^
What if the wheel i have doesnt have 3 other lods
Then at a distance your car wheels will disappear
idk how to move them camera
when I change rims in game the wheel width doesn't stay
make sure that your wheel collisions match the width of your wheel mesh.
@@13Stewartc kinda new to that part,how would i do that
@@13Stewartc never mind i got it,thanks for the help appreciate it
Does anyone know a video on how to take wheels from a modele save them and use them on a different video
You just import a car like normal, unlink the wheel, rename it then save as a .z3d file, then in your other car project do file > merge then select your z3d file then the object then press merge.
@@13Stewartc changed wheels on my model and when i export it and put it in game the tires came out white?
I cant load the Wheels on Zmodeler dont know why :/ its a ydr file
Try turning off "skeletal" on import. If the import button goes grey, the model is locked.
How do you get the copy option
Create tab > Copy.
game crashes when car spawns, any idea?
Lack of game config, incorrectly exported model, incorrectly set up add-on. If the model visually appears and the game crashes as soon as you see the car it's most likely the handling that is at fault. The rest of the issues listed here are common faults. The very last one being that your model is corrupt
@@13Stewartc I fixed it! it was the textures bugging, just replaced the textures with png's and it works fine now. Thanks!
Car tires dissappear when i spawn in game
@@kadafievillain9707 make sure your wheel materials have the vehicle_tire shader assigned, any other shader will be invisible
I have all steps but when i spawn the car the car has no wheels :D
Make sure your wheel material is using the vehicle_tire shader, no other shaders will work.