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

GTA San Andreas and GTA Vice City discussion.

Moderator: Oleg

IWANT2MODCARS

Post by IWANT2MODCARS »

SUM1 PLEASE JUST POST THE gtaiv FILTER FILE !!!! plz!!
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Oleg
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Post by Oleg »

you need to run ZMAutoUpdate to get latest updates. Or, download http://www.zmodeler2.com/files/zmodeler2.zip
There is a wft filter there.
Kicsur

Bikes

Post by Kicsur »

Hey Oleg!

Smokey also asked this question before, i know.

So, i got a problem with the bikes. When i change something on a bike, the front wheel wrecks. What can i do? PLS HELP!

I NEED YOUR HELP OLEG!
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Oleg
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Post by Oleg »

what do you mean by "front wheel wrecks"? make sure you use the latest version of filter. run ZMAutoupdater to get updates.
slyde

Post by slyde »

Hi! i've the lastest version of Z and 'im working in a BMW! but when i try to export it (WFT file) it says "out of memory" (sorry, i'm portuguese...)

I'm runnin' vista (32) and i've 3gb of ram...

what can i do to fix that?
XSB
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Post by XSB »

it mostly is caused by having the "Store textures" or whatever ticked in the export options. Untick it
onclsam13

Zmodeler export WFT

Post by onclsam13 »

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!
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_RicH_
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Post by _RicH_ »

you cannot just import the dff and export as wft, the model needs setting up.. parts renaming, materials set, hierarchy etc, see examples pack.
GE0

Post by GE0 »

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?
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Oleg
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Post by Oleg »

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

Post by Guest »

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 )
Easy Rider

Post by Easy Rider »

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
_RicH_
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Post by _RicH_ »

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.
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Chasez
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Post by Chasez »

_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.
Easy Rider

Post by Easy Rider »

Thanks.
Dirt is ok now.

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

Wonderwall

Post by Guest »

How to make transparent lights texture ?
http://img96.imageshack.us/img96/160/asdfgm.jpg
[AX]FB
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Re: Wonderwall

Post by [AX]FB »

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

Post by Chasez »

[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.
[AX]FB
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Re: Wonderwall

Post by [AX]FB »

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.
silvermanblue

Post by silvermanblue »

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
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Chasez
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Post by Chasez »

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?
Guest

Post by Guest »

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?
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Chasez
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Post by Chasez »

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

Post by Chasez »

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

Post by Oleg »

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.
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