GTA IV: .WFT import filter in ZModeler v2.2.1

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Expand view Topic review: GTA IV: .WFT import filter in ZModeler v2.2.1

Re: GTA IV: .WFT import filter in ZModeler v2.2.1

by Oleg » Thu Nov 28, 2013 12:47 am

mount extra_* under respective door in hierarchy.

by Guest » Wed Nov 27, 2013 12:53 pm

Is there any work around that will allow multiple instances of the same object? I'm trying to create an extra (or several) that include pieces that should rotate with the doors.

Re: GTA IV: .WFT import filter in ZModeler v2.2.1

by Oleg » Tue Mar 06, 2012 10:28 pm

that's pretty extralarge poly count. there is a vertices limit of 64k, but polygons should be kept as low as possible. If you hit that kind of limit for a game 3d model, you should consider excessive optimisation and detail reduce.

there is a link to the interview of "NFS The Run" 3D artist (somewhere in "NFS The Run" thread), and he posted several screenshots of game models. you should check them up to see a quality 3D art work with less than 30k poly for entire model. I was pretty surprised to the accuracy and quality introduced.

Re: GTA IV: .WFT import filter in ZModeler v2.2.1

by JP-LeoRX » Tue Mar 06, 2012 9:57 pm

Is there any limit of polygons you can import with this filter? I've exported a high-poly 3D model (721734 polys) to .wtf format. And when I try to import it Zmodeler crashes. I'm using Zmodeler 2.2.5.

HELP

by rabbit666 » Wed Dec 07, 2011 6:21 am

[quote="XSB"]it mostly is caused by having the "Store textures" or whatever ticked in the export options. Untick it[/quote]
If ][ import its say the same. Do the same?

Re: GTA IV: .WFT import filter in ZModeler v2.2.1

by Oleg » Mon Aug 01, 2011 8:29 am

Chasez wrote:Oleg, I got this warning message that I personaly think is a false warning and here's why:

Using texture "vehicle_generic_smallspecmap" which doesn't suit settings for shader "gta_vehicle_paint3".

abviously Paint3 shader does use "vehicle_generic_smallspecmap" texture. This is not the first time but funny thing is that on some models it appears and on some it doesn't. So what's wrong here?
Texture layer configuration should exactly match shader needs. There could be a texture layer with different "Apply as" settings. This warning will popup when filter uses a texture with slightly-different "Apply as" settings for particular shader.

Re: GTA IV: .WFT import filter in ZModeler v2.2.1

by Chasez » Mon Aug 01, 2011 3:54 am

Oleg, I got this warning message that I personaly think is a false warning and here's why:

Using texture "vehicle_generic_smallspecmap" which doesn't suit settings for shader "gta_vehicle_paint3".

abviously Paint3 shader does use "vehicle_generic_smallspecmap" texture. This is not the first time but funny thing is that on some models it appears and on some it doesn't. So what's wrong here?

by Chasez » Sun Oct 03, 2010 3:46 am

Anonymous wrote:
Chasez wrote:
silvermanblue wrote:Hi, I was wondering what I have to do to make a car model have multiple textures. Like the burrito, I know it takes more than the +livery option in the vehicle IDE
well open burrito.wft and take a look :) wouldn't that be easy?
Well yes but I didnt notice any differences from a normal car. Is it maybe in the hierarchy?
no, it's in paint3 material. Take a look at second layer texture and take a look at the texture folder. Maybe now you will see the difference :)

by Guest » Sun Oct 03, 2010 1:35 am

Chasez wrote:
silvermanblue wrote:Hi, I was wondering what I have to do to make a car model have multiple textures. Like the burrito, I know it takes more than the +livery option in the vehicle IDE
well open burrito.wft and take a look :) wouldn't that be easy?
Well yes but I didnt notice any differences from a normal car. Is it maybe in the hierarchy?

by Chasez » Sat Oct 02, 2010 3:19 pm

silvermanblue wrote:Hi, I was wondering what I have to do to make a car model have multiple textures. Like the burrito, I know it takes more than the +livery option in the vehicle IDE
well open burrito.wft and take a look :) wouldn't that be easy?

by silvermanblue » Sat Oct 02, 2010 2:48 pm

Hi, I was wondering what I have to do to make a car model have multiple textures. Like the burrito, I know it takes more than the +livery option in the vehicle IDE

Re: Wonderwall

by [AX]FB » Mon Sep 27, 2010 8:26 pm

Chasez wrote:
[AX]FB wrote:
Anonymous wrote:How to make transparent lights texture ?
http://img96.imageshack.us/img96/160/asdfgm.jpg
http://imgur.com/cdz9c.png
not for GTA IV.
Then make transparent texture.

Re: Wonderwall

by Chasez » Mon Sep 27, 2010 11:14 am

[AX]FB wrote:
Anonymous wrote:How to make transparent lights texture ?
http://img96.imageshack.us/img96/160/asdfgm.jpg
http://imgur.com/cdz9c.png
not for GTA IV.

Re: Wonderwall

by [AX]FB » Sun Sep 26, 2010 9:09 am

Anonymous wrote:How to make transparent lights texture ?
http://img96.imageshack.us/img96/160/asdfgm.jpg
http://imgur.com/cdz9c.png

Wonderwall

by Guest » Sun Aug 15, 2010 9:22 am

How to make transparent lights texture ?
http://img96.imageshack.us/img96/160/asdfgm.jpg

by Easy Rider » Mon Aug 02, 2010 7:37 am

Thanks.
Dirt is ok now.

If I improve the collision, the wheels no longer float but they are so big. :-/

by Chasez » Sun Aug 01, 2010 1:52 am

_RicH_ wrote:you need to map the dirt, i think it uses the secondary UV channel.

floating wheels might be COL for wheel is wrong, or scaled wrong.
dirt is on uv#2 only for paint1 shader.

wheel collision must be scaled down abit.

by _RicH_ » Fri Jul 30, 2010 8:55 am

you need to map the dirt, i think it uses the secondary UV channel.

floating wheels might be COL for wheel is wrong, or scaled wrong.

by Easy Rider » Fri Jul 30, 2010 7:12 am

Hi,

I have a problem with dirt. I can't set it.
In game dirt looks like brown stripes on the body.
How do I set it up ?

Second problem are "floating" wheels. How to reduce it ?

Thanks

by Guest » Sat Apr 24, 2010 5:22 am

if you like more bumpers etc just make sure the bones ( dyummy helpers ) for the diffrent bumpers are on the exact same spot just copy one and rename the copy and leave it on that place

this way the game will never place these to on the same time

( just discovered this by trying )

by Oleg » Mon Mar 08, 2010 9:55 pm

you need to import properly and export properly. no warning or errors should be in a log window.

by GE0 » Mon Mar 08, 2010 6:10 pm

Hi, i have a problem, i exported wft file with spark, and opened with zmodeler, then i exported again to wft file (i didn't modified it) it didn't worked. what changed? why i can even import and export properly? when i exported wft , file size was 0bit, and i notest that few peases were renamed after import, what i'm doing wrong?

by _RicH_ » Mon Feb 01, 2010 8:14 am

you cannot just import the dff and export as wft, the model needs setting up.. parts renaming, materials set, hierarchy etc, see examples pack.

Zmodeler export WFT

by onclsam13 » Mon Feb 01, 2010 6:53 am

Hi, Zmodeler makes me mad! :(
sorry for my English
I have a model car "GTA's" So the format. "Dff" and I want to convert. "WFT" j''exporte in my model. WFT on my desk, the problem is that the model is exported "0 KB" so it is not valid, although I created a scene with a "airtug" Then I import my model "dff" I had nothing to do I can not do? then please help me on google I found nothing definite.
PS: I have the latest full version.
This is the model I want to convert for GTAIV!
Image

by XSB » Wed Dec 23, 2009 11:25 am

it mostly is caused by having the "Store textures" or whatever ticked in the export options. Untick it

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