Skip to content
View in the app

A better way to browse. Learn more.

LCPDFR.com

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Ped "modeling" help

Featured Replies

Hi I was wondering if someone could help me out. I was messing with some ped meshes and combining a few. In the final result there's a problem with the torso not fitting very well in relation to the legs, as well as the badge being partly inside the shirt. Is there any way to fix this problem without a modeling program? I've had the issue with each itteration as well as other models. Thanks. (sorry for the large images)

detective4.pngdetective3.pngdetective2.pngdetective1.png

In the .odd, did you change the skeleton to match the new model's skeleton? For that matter, what models are those?

  • Author

In the .odd, did you change the skeleton to match the new model's skeleton? For that matter, what models are those?

That could be it, since it's a combination I didn't think I could do that. But thanks i'll try to mix and match. It's a combination of police, fbi, and construct 1 with a few of the textures and meshes removed from construct 1. construct 1 was the main model that I added to.

  • Author

That's awesome. Very good progress aside from the small problems. Looking foward to a release.

Thank you SvendseN, I plan on releasing it as soon as I fix the problems.

In that case, you'll want it all to say "m_y_construct1.skel" in the "skeleton" section.

Still running into the same problem. Here's my odd file, maybe I haven't done it right. Sorry it lost most of the formatting.

openiv2012041521403923.png

FILE:

Version 110 12

{

gtaDrawable lowr_000_u

{

shadinggroup

{

Shaders 2

{

gta_ped.sps lowr_diff_000_a_uni lowr_normal_000 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 lowr_spec_000 1.00000000

gta_default.sps lowr_diff_000_a_uni

}

}

skel

{

skel m_y_construct_01.skel

}

lodgroup

{

mesh

{

high 1 m_y_cop\lowr_000_u_high.mesh 0 9999.00000000

med 1 m_y_cop\lowr_000_u_med.mesh 0 9999.00000000

low none 9999.00000000

vlow none 9999.00000000

center 0.00081600 0.06101000 -0.40167000

radius 0.64940700

aabb.min -0.25291100 -0.15599000 -1.00536800

aabb.max 0.25196800 0.28086400 0.20663500

}

}

}

gtaDrawable uppr_000_r

{

shadinggroup

{

Shaders 2

{

gta_ped.sps uppr_diff_000_a_whi uppr_normal_000 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 uppr_spec_000 1.00000000

gta_default.sps uppr_diff_000_a_whi

}

}

skel

{

skel m_y_construct_01.skel

}

lodgroup

{

mesh

{

high 1 m_y_construct_01\uppr_000_r_high.mesh 0 9999.00000000

med 1 m_y_construct_01\uppr_000_r_med.mesh 0 9999.00000000

low none 9999.00000000

vlow none 9999.00000000

center 0.12000000 0.18830000 4.08640000

radius 5.16296000

aabb.min -0.51479000 -0.14173800 -0.08931800

aabb.max 0.51485600 0.18107800 0.55360600

}

}

}

gtaDrawable head_000_r

{

shadinggroup

{

Shaders 2

{

gta_ped.sps head_diff_000_a_whi head_normal_000 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 head_spec_000 1.00000000

gta_default.sps head_diff_000_a_whi

}

}

skel

{

skel m_y_construct_01.skel

}

lodgroup

{

mesh

{

high 1 m_y_construct_01\head_000_r_high.mesh 0 9999.00000000

med 1 m_y_construct_01\head_000_r_med.mesh 0 9999.00000000

low none 9999.00000000

vlow none 9999.00000000

center 0.00000800 0.02552600 0.11829500

radius 0.66993310

aabb.min -0.60824400 -0.08417400 -0.16880900

aabb.max 0.60826000 0.16101800 0.78795200

}

}

}

gtaDrawable suse_000_u

{

shadinggroup

{

Shaders 2

{

gta_ped.sps suse_diff_000_a_uni suse_normal_000 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 suse_spec_000 1.00000000

gta_default.sps suse_diff_000_a_uni

}

}

skel

{

skel m_m_fbi.skel

}

lodgroup

{

mesh

{

high 1 m_m_fbi\suse_000_u_high.mesh 0 9999.00000000

med 1 m_m_fbi\suse_000_u_med.mesh 0 9999.00000000

low none 9999.00000000

vlow none 9999.00000000

center 1.0 1.0 1.0

radius 1.0

aabb.min 1.0 1.0 1.0

aabb.max 1.0 1.0 1.0

}

}

}

}

Edited by byankeesjeter

I'm not entirely convinced you can do it the "easy way" and have the model look correct in game. Some models are not going to align properly without minor adjustments and re-rigging the mesh.

  • Author

I'm not entirely convinced you can do it the "easy way" and have the model look correct in game. Some models are not going to align properly without minor adjustments and re-rigging the mesh.

Yeah. This may be an actual incompatibility between the models.

Alright well thanks for your help guys. I guess I'll just leave it as is for the time being.

  • Author

well i see one small problem, the badge says M_M_FBI.skel, change it to the construction ped skeleton, i think its because the the uppr is slimer than the original model

I appreciate the suggestion, but I also tried a version with that changed to M_Y_Construct_01 and it had no effect. I'm inclined to believe that it can only be aligned accurately in a modeling program.

  • 2 years later...
This is a support topic.
Only reply here to offer help or assistance to byankeesjeter. Off-topic or "me too" replies will be removed.

Need support yourself? Make a new topic instead.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

Similar Content

Recently Browsing 0

  • No registered users viewing this page.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.