Wednesday, July 15, 2015

How to make custom weapons for GTA V

Hello all. Now the reason i am posting this is because there are ALOT of people asking "How do i convert custom models to gta v". And im also posting this because the OP over at GTAFORUMS  decided to delete the old tutorial. So lets get into the tutorial already

This tutorial is by Mrvicho13 But it was re-written by me due to him just deleting it from GTA forums

First things you'll need

General knowledge of how to use 3ds max

3ds max. (you can get a free student download) from their website.

GIMS IV for 3DS max Credits to 3Doomer
Install GIMS IV to 3ds Max using the instructions from the .rar

OpenIV Credits to OpenIV Team

Kams GTA scripts for 3ds max Credits to Kam
Install Kams Max Script using the Must_Read.txt from the .rar 

Script hook V Credits to Alexander Blade

Fivem Credits to NTAuthority

Fivem converter Ui Credits to Link/2012

ytdydryddyft2txddffcol Credits to DK22Pac

GTA 5.exe

GTA IV.exe



And of course patience (possibly lots of em') .

Step.1
Install the 3ds scripts to the locations it tells you to in the .rar

Step.2
Create a Folder at your desktop with any name and extract the ytdydryddyft2txddffcol tool, FiveM and the Fivem UI.          (Like this)


Step.3
Open 3ds max and IMPORT the model that you would like to add to GTA V. (in this case i'll be using the Shock hammer from Saints Row The Third ).  Once imported your 3DS max your viewports should look like this





Step.4
Start OpenIV and go to  (update/x64/dlcpacks/patchday3ng/dlc.rpf/x64/models/cdimages/weapons.rpf)






Step.5
Extract the the weapon you want to the ytdydryddyft2txddffcol\converter folder. (Skip this step if you're replacing a melee weapon)

Step.6
Drag and drop the weapon you want on to the ytdydryddyft2txddffcol.exe. Once dropped you should have a CMD screen appear.  (Skip this step if you're using a melee weapon)

Step.7

Once converted to a .dff import the model using Kams gta script (If using a melee weapon download and import this reference model credit to Mrvicho13) Also make sure the A is checked of like shown in the picture.



Step.8

When you have imported the model scale your custom model down to match the dff (DON'T MESS WITH THE DFF's SCALE ONCE IMPORTED!) Obvously the more accurate the size and shape the better it'll look ingame.



Step.9

 Once you have scaled the model down select the reference select "vertex" from the box to the right of the screen then press Ctrl+A. The blue dots should now be red.  Now what you'll need to do is right click the custom model and attach it. Once you have attached it just press Delete and all that should be left is your custom model.

Step.10

Now it is time to edit the materials. Now you may start GimsIV from the hammer icon from the right side of your screen.


Step.11
Select your model and press the "Convert materials" then go to "Material editor" open the material editor and select the folowing.

Now a new window should open like this
 Change the Shader and Parameter set to these
Now place the textures for spec and bump in the corresponding areas. (If you don't have either just change the Spec and bump to the original parameters). Don't forget to edit the specularity and bump power

Now close the  Material editor and open the Hierarchy manager and type in the name of your model in the highlighted area
 
After you type in the name of the model press the assign button and close out the Hierarchy
manager.

Go to the top of the GimsIV tab and click OpenFormats. Next to Export ord/odd there will be an asterisk click it and deselect split smooth groups.
Now create a new folder and export your file to it place a GTA IV.exe in that folder as well.


 Step.12
Start OpenIV and select" GTA IV" when it asks you to locate the folder, Select the location that you placed your GTAIV.exe in. Once you have selected the location of your .exe Select "Edit mode" and then Shift+ins. and this window should now pop up.
Now highlight it and press "Add" now it should be a .wdr like this
 Now extract the .wdr to the location of the fiveconv.exe. Now extract the folder containing your fiveconv.exe
Once you have done that open CMD and type in the following Be sure to type in YOUR LOCATIONS AND MODEL NAMES!

 Now you are done with converting the model! All you have to do now is create a .ytd Which i will cover in another tutorial!












22 comments:

  1. Hi, i am MrVicho13 thanks for upload my tutorial but i cant avoid to feel a bit angry about this, out of that you can export models with embedded textures and avoid touch the original ytd file, this option is the best for melee and fire weapons, the other point is that 350 exe of GTA V it is no longer necessary because FiveM has updated for the last version of the game, and for best looking model you has to apply normals and specular maps, otherwise, they will be as filthy fake cars mods are on gta5-mods.com page. Thank you for your attention.

    ReplyDelete
    Replies
    1. Hello MrVicho13!

      I tried to replace the GTA5 hammer with a new model I made but the reference .dff you used (bat) is for the baseball bat and when putting it for hammer, it gets to be too big.

      When I decompile the original GTA5 hammer .ydr and then compile it with a new model, it is rotated incorrectly. No matter how many times I re-rotate the model in 3DS Max after that, it still shows incorrectly in the game (though I matched the original one's perfect).

      Have you possibly experienced something similar?

      Delete
  2. Ive linked this site to my main Mod Pack tutorial https://www.gta5-mods.com/weapons/veroken-pack Great tutorial :)

    ReplyDelete
  3. http://i.gyazo.com/d3578845a295d51d8946e68203f46119.png (image)

    inside "folder" is the wdr, inside "Fivetool" is the converter. i click convert and select the wdr, and it even says done, but nothing happens.
    please help?

    ReplyDelete
    Replies
    1. Do the CMD method as shown in the tutorial.

      Delete
    2. I did the CMD method and keep getting "FiveM is not a recognized command or executable" I have both FiveM installed and the FiveM converter

      Delete
    3. Konata, it says now could not something input file.

      Delete
    4. with cmd, it says
      "couldn't open input file w_sb_gusenberg.wdr"

      and no matter what file name i type it always says it. even if the file doesn't exist.

      Delete
  4. I know this is a weapon tutorial, but is there a way the same method can be used for a .ydd file for clothes and shoes?

    ReplyDelete
  5. everytime i try to convert i get an error "could not find normal_spec.fxc"

    ReplyDelete
  6. hey there, I'd love to add my weapons to that game, but I've no idea how to "create a .ytd", as you mentionned in the end of this tutorial.

    When will you tell us more about it?
    Thanks!

    ReplyDelete
  7. Every time I tried to convert the .wtd file and error pops up and says it couldn't find default.fxc I've tried reinstalling twice, deleting the cache, running as admin and verified my GTAV.exe location is correct, please help me.

    ReplyDelete
  8. Hello OpenIV wievden what is the cause, it doesn't look in odr?

    ReplyDelete
  9. Damn I hate 3DS Max. I tried this tutorial but it seems that nothing works correctly. The method is not designed for high poly models ( I try something else than weapons) but even if the model went full retard during the process, I had the .wdr at the end (everything isn't lost) but the last convertion doesn't work : it say done, but I see the model nowhere, do someone have a clue to find it ?

    ReplyDelete
    Replies
    1. I did it wrong (the cmd method seem better than the fiveconv), but now I have the "could'nt find the default.fxc" error :p

      Delete
    2. Nvm, I forgot to extract the shader folder from "common.rpf" to the citizen folder in fivem (with OpenIV).

      It works for the default.fxc or spec.fxc error

      Delete
  10. GTA 5 CHEATS & MODDING LOBBY ▄︻̷̿┻̿═━一 GTA 5 CHEAT MONEY

    ReplyDelete