Sollumz
2.5
2.5
  • 👋Welcome
  • 📋Features
  • 📗Getting Started
    • ðŸ“ĨInstallation
    • 🍀Creating Your First Asset
  • ðŸ”ĻSupport
    • ❔FAQ
    • 💎Getting Help
    • ⚠ïļFiles not supported by Sollumz
  • 📚Tutorials
    • 🌐Creating Static Meshes
    • ðŸ’ĨCreating Static Collisions
    • 🏠Creating Interiors [TODO]
    • ðŸŽļCreating Props
      • âšŦSetting Up Sollumz Shaders
      • 🌐Converting To Drawable
      • ⚩Creating the Archetype (.ytyp)
    • 🚙Creating Vehicles
      • 📑Setting Up the Model and Materials
      • ðŸĶīPositioning Bones
      • ðŸšĶVertex Groups, Hierarchy, and Armature
      • ðŸĒLOD Assignment
      • ðŸ“ĪExporting
    • ðŸ”ŦCreating Weapons [TODO]
    • 🎎Basic Animation Editing [TODO]
    • 👕Basic Clothes Editing
  • 📄Documentation
    • 🌐Drawables (.ydr)
      • Level of Detail (LODs) Editing
      • Rigging
    • 🚙Fragments (.yft)
      • Bone Physics
      • Collision Physics
      • Prop Setup
      • Vehicle Setup
        • Import Settings
        • Vehicle Windows
        • Light IDs
        • Paint Colors
        • Wheels
        • Export Settings
      • Vehicle Shaders
    • 🗂ïļDrawable Dictionary (.ydd)
    • ðŸ’ĨCollisions (.ybn)
    • 🎎Clip Dictionary (.ycd) [TODO]
    • 📇Archetype Definition (.ytyp)
      • Archetype Flags
      • Archetype Extensions
    • 🗚ïļMap Data (.ymap)
    • ðŸ’ĄLighting (.ydr)
      • Light Flags
      • Flashiness Values
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  1. Documentation
  2. Fragments (.yft)
  3. Vehicle Setup

Import Settings

PreviousVehicle SetupNextVehicle Windows

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There are two import settings that determine how Fragments import: Split By Group and Import with _hi.

Split By Group

Here is what adder.yft looks like when split by group.

Notice how each object represents a separable part of the vehicle. Since it's split by vertex group, each object will only have one vertex group.

While the Drawable is initially set up with one vertex group per object, it is perfectly fine for an object to contain multiple vertex groups.

Each object also has an armature modifier with the Fragment as the target object.

Import with _hi

Vehicle Fragments have an additional LOD level that is stored in a separate file named <fragment name>_hi.yft. For adder, it would be called adder_hi.yft. This is the highest level of detail and is what the player sees when close to the vehicle (i.e. when driving). It is very cumbersome to work on two separate YFTs so Sollumz stores this extra LOD level in the Very High LOD level. This enables you to work on both YFTs at once.

You should only use this LOD level when working with vehicles. When a mesh is provided for the Very High LOD level, Sollumz will export an extra _hi YFT that you don't need when working on props.

As with any Fragment/Drawable, if you want the textures to be automatically imported with the mesh, ensure you extract all textures to a folder with the same name as the Fragment in the same directory.

Split By Group will split the Drawable by vertex group. This is typically what you want when editing vehicles, as vehicles are skinned (i.e. rigged with weighted vertex groups), so there is typically only one Drawable Model containing many vertex groups as opposed to multiple Drawable Models each linked to a bone (see for more info on rigging Drawables).

To import Very High LODs, first enable the Import with _hi option in the, and ensure the _hi YFT is in the same directory as the non-hi YFT. Then, select the non-hi YFT and import.

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import settings panel
Import Codewalker XML > Fragment
adder.yft split by vertex group
bodyshell
Importing adder.yft.xml with hi
Drawables > Rigging > Skinning