Limits on rotational dummies (spheres) are set as user-defined options. Names: RotX RotY and RotZ, Values are low..high
it seems different for the hakumai. I'm trying to get the pop up headlights to work, and so far they work, just the headlight turns too far up. It's not a rotational dummy.
I tried putting in custom fields, but the ingame there was no difference. I looked in the hakumai file and saw that it too doesn't have custom fields there.
Pop-up lights are set as misc_a in hakumai. They are not set on rotational joint and doesn't seem to have rotational limits. May be it's hard-coded somewhere else?
you have several geometry objects with name "chassis". you should either make a single object of them, or place a Level Of Detail indications in object names (_L0, _L1, _L2 in a tail of object names).
Oleg wrote:Pop-up lights are set as misc_a in hakumai. They are not set on rotational joint and doesn't seem to have rotational limits. May be it's hard-coded somewhere else?
Aw damn really? Because the pop up lights won't work replacing any car but the hakumai. Seems you're right. Where could it possibly be.. it's not the model, not handling or veh.ide.
Also..
drunkrussian9 wrote:
Chasez wrote:Hey guys! Does anyone know is it possible to make more than four indicator lights? I know That you can attach a million of them to those four but I need them seperate.
Same here with headlights. I need two extra, separate of the original.
Blender(another 3d modeling software)is completely free..and is probably much better..ive been using blender for 4 years..and zmodeler for 5 days..but the difference is substantially different, for the worse..
Blender(another 3d modeling software)is completely free..and is probably much better..ive been using blender for 4 years..and zmodeler for 5 days..but the difference is substantially different, for the worse..
But, what am i going to do about it.
thanks anyway for the info
I can bet that Zmod is a hole lot better than blender. You can't convert models to GTA IV with blender. Oleg works hard on it, so that's why he want's to get money for it. Don't you get paid for the job or you work for free?
..I dont want this to turn into a big internet fight, even though I LOVE to argue... but so did the person who made blender..
And have you checked blender?
if you haven't you shouldn't really talk about a subject you dont know anything about..(just incase)
Anonymous wrote:..I dont want this to turn into a big internet fight, even though I LOVE to argue... but so did the person who made blender..
And have you checked blender?
if you haven't you shouldn't really talk about a subject you dont know anything about..(just incase)
I used it for about 2 minutes and deleted it from my computer and never have seen it again and to be honest with you I don't want to check it out anymore but with Zmodeler you really know what you are paying for.
exactly..i used zmodeler for 5 days..
and it still was crap,still is. myself i know i cant make anything like it but either way.
i find that blender is much better, while you can think your shit program is better.
Anonymous wrote:exactly..i used zmodeler for 5 days..
and it still was crap,still is. myself i know i cant make anything like it but either way.
i find that blender is much better, while you can think your shit program is better.
Then why are you still here? take your crap away, this is Zmod forum not blender!
Anonymous wrote:exactly..i used zmodeler for 5 days..
and it still was crap,still is. myself i know i cant make anything like it but either way.
i find that blender is much better, while you can think your shit program is better.
I don't think it's worth discussing whether ZModeler is better or worse than other 3D tools around. I think Blender is way better that ZModeler as a general 3D tool, but this is still not a point of the price set on my software. ZModeler isn't better, but it can do things than no other public tools in the world can do. Let me know if any other free 3D tool can export models to GTA:4... or Test Drive Unlimited...
uv#1 should be scaled much, so texture is wrapped several times over the vehicle. it's used for metallic noise/glance. uv#2 is used for generic diffuse (usually replaced with blank white smallspecmap texture) and dirt/mud texture (usually vehiclegenericmud or something like this).