#Zmodeler 3 license file mod
Feel free to post in related subforum when any questions arise, I'll be glad to answer and help you mod the game. It might take a long time for me to write detailed docs and guides, so you can start exploring or modding on your own. Vehicle and character models are supported, but some physics-related limitations apply. So, technically it could be said that Ubisoft Disrupt engine is moddable and XBG models are possible to import/export.
If I find the time and/or someone wish to try to explore them, I'll post these blocks format specification on forum. These fragments should be used all together, but I've split them into three files as these are a different entities. This is Russian, Ukraine, Belarus, and Uzbekistan License Plates To Install: Replace vehshare that located in 圆4elevelsgta5vehicles. This was made in a rough way that I don't like at all, but it's all I could offer to the moment: the imported model will get unknown data fragments saved as files and these files are needed on export to recreate unknown fragments. It was a pretty big piece of work to be abandoned like NFS Most Wanted 2 filter and, to be honest, I've moved too close to complete model format research, so I decided to include character import/export feature in the filter too. Even thought I did explored the layout of data, it does not line up with purpose and meaning of everything I see there. However, the limitation applies here too: some geometry fragments are above my knowledge of in-game physics and collision math so I haven't sorted them out. It shows a geometry fragment replacement running with a newly-generated materials (even thought it uses original textures). The test model was the Watch Dogs Aiden character and the attached image is the test export I've made. Now, these features are in use and let me import and export character models utilizing up to 6 bones weights and using a skeleton with 400+ bones.
The previous release of 3.0.9 was the implementation of these hidden improvements that were not used before. On the other hand of this work, the character model support was a pretty competitive task as it involved deep changes in ZModeler itself. I have made a quick test conversion of the vehicle and was generally satisfied with the possible conversion abilities even though certain limitations apply. It was generally aimed to vehicles editing but has faced some obstacles related to physics. The plugin for Watch Dogs models have been in a works for a pretty long time and was released few weeks ago.