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Posted: Wed Sep 09, 2009 11:15 am
by IWANT2MODCARS
SUM1 PLEASE JUST POST THE gtaiv FILTER FILE !!!! plz!!

Posted: Wed Sep 09, 2009 9:02 pm
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.

Bikes

Posted: Sun Nov 22, 2009 8:31 am
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!

Posted: Sun Nov 22, 2009 9:41 am
by Oleg
what do you mean by "front wheel wrecks"? make sure you use the latest version of filter. run ZMAutoupdater to get updates.

Posted: Tue Dec 22, 2009 4:14 am
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?

Posted: Wed Dec 23, 2009 11:25 am
by XSB
it mostly is caused by having the "Store textures" or whatever ticked in the export options. Untick it

Zmodeler export WFT

Posted: Mon Feb 01, 2010 6:53 am
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!
Image

Posted: Mon Feb 01, 2010 8:14 am
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.

Posted: Mon Mar 08, 2010 6:10 pm
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?

Posted: Mon Mar 08, 2010 9:55 pm
by Oleg
you need to import properly and export properly. no warning or errors should be in a log window.

Posted: Sat Apr 24, 2010 5:22 am
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 )

Posted: Fri Jul 30, 2010 7:12 am
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

Posted: Fri Jul 30, 2010 8:55 am
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.

Posted: Sun Aug 01, 2010 1:52 am
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.

Posted: Mon Aug 02, 2010 7:37 am
by Easy Rider
Thanks.
Dirt is ok now.

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

Wonderwall

Posted: Sun Aug 15, 2010 9:22 am
by Guest
How to make transparent lights texture ?
http://img96.imageshack.us/img96/160/asdfgm.jpg

Re: Wonderwall

Posted: Sun Sep 26, 2010 9:09 am
by [AX]FB
Anonymous wrote:How to make transparent lights texture ?
http://img96.imageshack.us/img96/160/asdfgm.jpg
http://imgur.com/cdz9c.png

Re: Wonderwall

Posted: Mon Sep 27, 2010 11:14 am
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.

Re: Wonderwall

Posted: Mon Sep 27, 2010 8:26 pm
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.

Posted: Sat Oct 02, 2010 2:48 pm
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

Posted: Sat Oct 02, 2010 3:19 pm
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?

Posted: Sun Oct 03, 2010 1:35 am
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?

Posted: Sun Oct 03, 2010 3:46 am
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 :)

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

Posted: Mon Aug 01, 2011 3:54 am
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?

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

Posted: Mon Aug 01, 2011 8:29 am
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.