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ymteditor's Issues

Missing textures with "corrupted" YMT

This has happened to me twice. The first time I stumbled across the solution by starting over from scratch making a DLC and did not have a backup of the old YMT to compare with.
The first time it happened it was to a baseball cap that had a logo texture. The second time it happened to some glasses that have a glass/plastic layer.
This was the broken hat.
image
This was the working one. Both of them were the same model/texture combinations.
image
A more obvious one is this.
image
And here it is working. This is the same model after removing and recreating the prop eyes section.
image
According to this comparison of the XMLs from the broken (left) and working(right) YMT files, you can see the propid numbers being incorrect. I am not sure how this happened, because in the YMTEditor itself the eye section started at 0.
image
image

Question/problem

Once i created and ymt mp_m_freemode_01_custom.ymt if i rename all (manifest, meta, files prefix) to another name it stop working, i'm missing something?

Unexpected crash.

Okey so i'm trying to add custom "task s" but when i try to test in game i got this crash.

image

Any suggestions?

[RESEARCH] Head add-ons

Does anyone have any idea where to start with this?

Head add-ons work as simple head components, but as soon as inheritance is applied, they don't work.
Replacing the head model on top of vanilla heads make them work with inheritance. I assume that there are additional meta works needed for them to work as add-on heads.

cant save a ymt file error.

After i save my ymt file appear a popup error. I attach my ymt file.
When i try to open a saved ymt file there is a crash. Im just trying to remove "berd" component
ymt.zip

HELP

It has a limit of textures that I can add, for example I can only put 270 torsos...

Easily add custom number of models

Add an option where we can add multiple models at once and not clicking add one by one and then 20 ytd's one by one (after doing it with over 300 clothes i got almost insane). How many models and how many textures and then it will add automatically all of these. Would be lit if you add that

Male/Female_Heist YMTs are missing their Prop Data

In reviewing the YMTs I found that the heist YMTs are "missing" the Prop items. If you load the 2 heist YMTs into YMT Editor, the slots are created where the prop items should live, but no prop items are created.
If you open the YMT using Codewalker you can see the prop items do exist.

Rename window showing wrong name.

You have to come with me on this one, because this requires the user to not understand what he has done wrong.

  1. Create a new YMT. It will be mp_m_freemode_01, and call it test
    image
  2. Save it, it will be called mp_m_freemode_01_test.ymt
  3. Rename it to mp_m_freemode_01_test_02. This is where the user is confused. They rename it from test.
    image
    To mp_m_freemode_01_test_02 and do not pay attention to the fact that they are doing something wrong.
    image
    Notice the new full YMT name correctly tells them it is mp_m_freemode_01_mp_m_freemode_01_test_02, but they ignore that....
  4. Save it again. Notice that it wants to save as mp_m_freemode_01_mp_m_freemode_01_test_02.ymt, but the user thinks, that's not right, and saves it as mp_m_freemode_01_test_02.ymt. Come with me on this please.
  5. Re-open the same mp_m_freemode_01_test_02.ymt you just saved.
  6. Go to the rename window and you will see the new YMT name as mp_m_freemode_01_test_02, but you will also see the new full YMT name as mp_m_freemode_01_test_02 as well.
    image
    It is not until you save the XML and look at the "CPedVariationInfo name" line that you see the error.

This is the issue that happened with Sanriku today. Because his "CPedVariationInfo name" was mp_f_freemode_01_mp_f_terp1, fiveM was expecting his clothing to be named mp_f_freemode_01_mp_f_freemode_01_mp_f_terp1.

This was a user error, but there is a strange edge case on the rename window.

Interestingly when you realize the issue and change the YMT name to test_02 per my example above, it now gets confused.
image
And when you attempt to resave the YMT it runs with this same confusion and assumes the name should be test_02.ymt
You have to force it to be named mp_m_freemode_01_test_02.ymt for it to finally fix itself. Again, this is what I had to do to fix Sanriku's issue today.

shoe heels

does not raise the character off the ground, even though I adjusted the heels correctly. the shoes are smooth, but they go under the ground. I did it according to the post in the forum but this is the problem.

Import Issue

When importing a YMT or XML. The ExpressionsMods first value is set to 1 instead of -1 (if set)

YMTEditor was able to open and edit a YMT but not save the modified YMT

Hey I am trying to add new slots for jbib to a clothing pack I purchased. I exported it and it exported but it says that there was an issue when saying. I added 3 new jbib but not sure what i did incorrectly.

Here's the ymt file.
LINK

Feel free to let me know if I did anything wrong. It seems that I wasnt able to recreate the file either because mouth, left hand, right hand, etc are disabled. Is there a way to enable those too?

Changes

Can I name my ydd and ytd files to 0,1,2,3,4 instead of jbib_000_u_ydd, jbib_diff_000_a_uni.ytd

Can't add more than 255 slots?

Hi. I have many addon clothing for jbib and tried to add more than 255 slots (add multiple drawables). But program crashes. Is this a limitation of tool or the game code?

Some models not showing in-game

I found a bug where a berd ydd I have is not loading within the game when using ymt editor.

With durty/alt-tools it works fine. I can supply you with the model if needed so.

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