For the complete documentation index, see llms.txt. This page is also available as Markdown.

❔FAQ

Frequently Asked Questions

When I import a YDR/YFT/YDD the textures are not loaded

  • From the CodeWalker RPF Explorer, open the asset with the textures.

  • Click the save icon in the top right, then click "Save All Textures"

  • In Blender, press the V key, then click Find Missing Files and select the folder where you saved the textures.

  • Alternatively, export all textures into a folder with the same name as the file you are importing. For instance, if you wanted to import adder.yft with all of its textures, you would export all textures to a folder called adder in the same directory. Then, when you import into Sollumz, all textures will be automatically loaded from the adder folder.


My MLO shows up in CodeWalker but not in game.

  • Make sure you generate a "_manifest.ymf" file from the CodeWalker project window with your MLO, YMAP, and YTYP in it.


I'm getting an error when importing a file.

  • 9 out of 10 times it is due to having an outdated Sollumz version. Try updating.


I'm getting the message No Sollumz objects in the scene to export! or No Sollumz objects selected for export!

  • Check if the "Limit to Selected" export option is ticked. If so, only the selected objects will export.

  • Make sure all of your objects have their Sollumz Type set, otherwise, they will not be recognized by the add-on.


I'm getting the error model name has no Sollumz materials! Aborting...

  • You did not add a Sollumz shader and/or a texture to your .model of the object.

  • Add a shader and a texture to your object (see below for information on textures).

  • Alternatively, your mesh object might not have its Sollumz Type set to Drawable Model.


I'm getting the error TypeError: create_uvsphere: keyword "diameter" is invalid for this operator.

  • Update your Sollumz.


I'm getting the error KeyError: 'bpy_prop_collection[key]: key "Image Texture" not found'

  • One of your materials has a missing node connection between Color node and an Image Texture, which is 100% needed in order to export the model.

  • Check shading tab to find more.


I'm getting the error KeyError: 'bpy_prop_collection[key]: key "Principled BSDF" not found'

  • Only the Principled BSDF shader is supported during material conversion operations, anything else must be converted or recreated using Principled BSDF as base.


I created a collision (external or embedded) but it isn't working.

  • Remember to apply General (default) flags to your Bound GeometryBVH object from the Blender Side Bar > Object > Flag Presets menu.

  • If you have created a separate collision model (ybn) from your drawable model, you need to apply the world coordinates to the poly_mesh.


I'm having issues importing the file into OpenIV

  • Since this plugin was designed around CodeWalker's XML file formats, OpenIV is not explicitly supported. You may experience issues going from Sollumz > CodeWalker > OpenIV. It's highly recommended that you just use CodeWalker.


Why the vertices amount is doubled or tripled after exporting my model?

Vertices in Blender and in game meshes have different meaning. For Blender, it is basically just a position. For the game, it is position + attributes (normals, colors, UVs, etc). Closer to what Blender calls "Face Corners".

Blender does not show the number of face corners anywhere without scripting, but after triangulation, it is close to number of faces*3.

On export, Sollumz removes duplicate face corners when it can, when position and all its attributes are the same. So the final vertex count in the game mesh is somewhere between number of vertices and number of face corners.

Number of faces is more representative of the model quality/performance, so use that as references, not vertices.


My model is invisible after importing to CodeWalker

Check the UV Maps and Color Attribute names, they have to follow the Sollumz naming convention. Sollumz shows a warning when names don't match.

UV Maps and Color Attribute should be changed to the following


I try to import a XML but nothing happens!

Make sure the "Import To Asset Library" checkbox is unchecked and try to import again.

Note, since 2.9 "Import To Asset Library" is a separate button and no longer an import setting.


I have embedded or linked a ytd to my model but it doesnt show.

Sollumz required textures to be added to shaders. (see Creating Static Meshes)

The texture must be a .dds file. (png, bmp etc will not work.)

The dds must be 'power of 2' ie 512x512, 128x64 etc. You can use any graphics software to edit the size as long as it saves in dds format with mipmaps and as a dtx1 for models.

Maximum recommended size for textures is 2048 to ensure your model is optimised. Download textures from the game for examples and use on your models.

For Clothing textures, see


Why can't I see CodeWalker XML to import or export files?

Sollumz can now import and export native files as well as XML files. These are referred to as RAGE (Rockstar Advanced Game Engine) assets. This allows you to directly import files without exporting as XML.

For example: db_apart_06.ydr or db_apart_06.ydr.xml There is the option in the export window to choose native or CW XML for Legacy (Gen8) or Enhanced (Gen9). Note, some files will still be required to be imported as XML.


Why do my props glow in game at night?

VERTEX PAINTING is required for game assets self-illumination and lighting to show properly by reacting to ambient and moon light.

A prop will glow a pinkish red colour at nightime, or be dark or black in an mlo if it has not had vertex paint applied.

Vertex painting is only one component of modelling. Proper modelling to display assets depends on things like textures, timecyles and vertex paint among other parameters.

The very basic rule for Vertex Painting is GREEN for inside MLOs, and RED for outdoors.

Basic Guide to Paint

Vertex paint is not usually one colour. A mix of colours and gradient provides the best result for lighting in game. Below are some examples of the Ammunation building, both interior and exterior shells.

See the following tutorial for more information


Why my MLO still raining?

Mainly because you forgot to edit the vanilla exterior YTYP.

To edit it, change the entity selection mode in CodeWalker to Archetype Extension. Visually, you'll see blue boxes around the CodeWalker viewport.

Important: You must check that the DLC Level is correct for your game build, especially for DLCs like mpheist or mpbikers, which are the most common ones you'll encounter when editing vanilla particles.

Now simply import the scene, the exterior asset, and remove any particles you deem necessary.


Why does the MLO disappear when entering first person but not in third person?

The main reason is that you've assigned the wrong Room ID in the floor's collision material or the portals are incorrectly assigned.

It is strongly recommended to give your rooms clear, descriptive names to avoid confusion.


Why is there still grass if there's nothing in CodeWalker?

There are 2 types of grass in the game that are not visible in CodeWalker.

  • An example of FurGrass:

  • The most common to find are ma@collisions:

You should be aware that some things in CodeWalker are not displayed correctly.

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