GTA4 WFT Export discussion
Moderator: Oleg
Hey LeX91, how did u fix your Subaru wheel problem? I converted a Opala Diplomata, a brazilian car, and i'm having the same problem, but, everytime that i exported the car, the rear wheels are bigger and bigger. Look:
http://h.imagehost.org/0370/wheel_problem.jpg
Can u say me how to fix this? Thx so much
http://h.imagehost.org/0370/wheel_problem.jpg
Can u say me how to fix this? Thx so much
NYC bus (unfinished yet) - http://www.youtube.com/watch?v=xeGD8wlh-zs
When i import a .wft files in Zmodeler 2 it don't open, all textures are in .png in the same folder as the model and i have selected GTA IV .wft. I have auto-updated to Zmodeler 2.21 build 960, it didn't also worked on build 959
Oleg please help me to find a solution for this problem, thanks in advance.
Oleg please help me to find a solution for this problem, thanks in advance.
Hello guys! Can u help me, again?
I texturized all my car again, the brazilian Opala Diplomata, with new textures (modified with G-Textures program). All working fine, but the wheels just don't appear in the game! They are invisible. I see some modded cars here with new textures in the wheels, like the Mustang and the Subaru. Can some1 help me with this? Thanx guys!
I texturized all my car again, the brazilian Opala Diplomata, with new textures (modified with G-Textures program). All working fine, but the wheels just don't appear in the game! They are invisible. I see some modded cars here with new textures in the wheels, like the Mustang and the Subaru. Can some1 help me with this? Thanx guys!
Everything must be like schafter model and I think that part names have to be exactly the same as schafter or any other car in GTA IV. at least that's what I do with my model, just rename allBoomel wrote: Can I use for collision file these sphere? It will be working? Or it must be COL like in original schafter model?
this is my project, a VW Gol 86 (VW Brazil) scratch made by "BMT"
apparently is well advanced, only want to repair a defect in the reflection of the wheel, which by turning it blinks. and want to create the map of the dirt
what is the channel used by the uv map texture of dirt?
-------------
Tom_2, you already tried to reposition the "collision" on all wheels?
apparently is well advanced, only want to repair a defect in the reflection of the wheel, which by turning it blinks. and want to create the map of the dirt
what is the channel used by the uv map texture of dirt?
-------------
Tom_2, you already tried to reposition the "collision" on all wheels?
Yes i know about changing names into the same like in shafter..But can i use this SA col file to make IV col ? Is it work?Chasez wrote:Everything must be like schafter model and I think that part names have to be exactly the same as schafter or any other car in GTA IV. at least that's what I do with my model, just rename allBoomel wrote: Can I use for collision file these sphere? It will be working? Or it must be COL like in original schafter model?
I imported the original futo model and export it directly.
No errors or warnings, everyting was fine.
When I started gtaiv and spawned an futo it looks fine. Everyting was like normal.
But later I found 2 problems.
-All driving futo's has flying wheels everywere around them.
When I come closer the wheels are just fine. When I leave the wheels are flipping again.
-There is damage, but the car can't be heavy damaged. It can't deflate.
Did anyone has this problems?
Also I don't get an SMPA60 errors. The game is running smoothly.
No errors or warnings, everyting was fine.
When I started gtaiv and spawned an futo it looks fine. Everyting was like normal.
But later I found 2 problems.
-All driving futo's has flying wheels everywere around them.
When I come closer the wheels are just fine. When I leave the wheels are flipping again.
-There is damage, but the car can't be heavy damaged. It can't deflate.
Did anyone has this problems?
Also I don't get an SMPA60 errors. The game is running smoothly.
Everyone: Keep your work in .z3d format! Never use Export->Import->Export->Import... It will accumulate problems..
Collision model ingame is numeric-based, it does not use floating-point values. There is, probably, a heavy math underlying these numeric computations, which works much faster than floating-point computations. When you import-export-import-export, some values might change slowly (when converting numeric to floating point and then back again). In certain cases this disagree can raise quite fast.
ALL objects must use unified scale. Use "Modify\Exact Transform" and set scale to 1.0 on all axes. The only exception is a wheel collision cylinders - their scale could be any.
Concerning, Band Cars - I'll check if availability of all extra_* will get rid of SMPA60 problem. It would be very nice if this is the cause of the problem.
Concerning random distortion of the mesh (subaru wheels as posted above) send me .z3d file (no textures needed) in private message - I'll examine each case. Also, I'll try to rewrite a vertices/polygons allocation routines, sine the problem is there, even thought no strict rules of allocation still known.
Very poor deformations is still a known problem. I'm trying to spot a solution by swapping original and modified areas of wft files. Hopefully it will be resolved. Once again - if you keep a .z3d copy of your work, you will need to re-export then.
Materials - Check original models settings (make sure to load them with all textures). For example, shader paint1 uses random-noise texture for metallic painting which is unwrapped on UV#1, and dirt texture is unwrapped on UV#2. While shader vehglass uses main texture in UV#1 and glass-dirt texture on UV#2. Refer original models for proper settings.
Collision model ingame is numeric-based, it does not use floating-point values. There is, probably, a heavy math underlying these numeric computations, which works much faster than floating-point computations. When you import-export-import-export, some values might change slowly (when converting numeric to floating point and then back again). In certain cases this disagree can raise quite fast.
ALL objects must use unified scale. Use "Modify\Exact Transform" and set scale to 1.0 on all axes. The only exception is a wheel collision cylinders - their scale could be any.
Concerning, Band Cars - I'll check if availability of all extra_* will get rid of SMPA60 problem. It would be very nice if this is the cause of the problem.
Concerning random distortion of the mesh (subaru wheels as posted above) send me .z3d file (no textures needed) in private message - I'll examine each case. Also, I'll try to rewrite a vertices/polygons allocation routines, sine the problem is there, even thought no strict rules of allocation still known.
Very poor deformations is still a known problem. I'm trying to spot a solution by swapping original and modified areas of wft files. Hopefully it will be resolved. Once again - if you keep a .z3d copy of your work, you will need to re-export then.
Materials - Check original models settings (make sure to load them with all textures). For example, shader paint1 uses random-noise texture for metallic painting which is unwrapped on UV#1, and dirt texture is unwrapped on UV#2. While shader vehglass uses main texture in UV#1 and glass-dirt texture on UV#2. Refer original models for proper settings.