Zmod Crash to CTD

SCS Software ATS and ETS2 editing using ZModeler3 filter. Models, Materials, Animation.

Moderator: Oleg

Post Reply
Fazer001
Posts: 63
Joined: Sun Feb 26, 2017 5:49 am

Zmod Crash to CTD

Post by Fazer001 »

Hi Oleg,

ETS2 1.44 Zmod Crash to CTD when you will export or load the automat manually.
Missing shader adaptation Zmod can´t load it Material States is empty.

I test it with the Original SCS pmd.import and export;
\prefab2\railway_terminal/railway_terminal_01_balt.pmd

SCS automat fe/fed185529825bd80.mat
material : "eut2.dif.spec.weight.weight.dif.spec.weight.tsnmapcalc.tg0.tg1.rfx" {
texture[0] : "/material/terrain/asphalt_parklot_base.tobj"
texture_name[0] : "texture_base"
texture[1] : "/material/terrain/asphalt_parklot_base_nrm.tobj"
texture_name[1] : "texture_nmap"
texture[2] : "/material/terrain/asphalt_parklot_var_1.tobj"
texture_name[2] : "texture_over"
texture[3] : "/material/terrain/asphalt_parklot_var_1_nrm.tobj"
texture_name[3] : "texture_nmap_over"
add_ambient : 0
aux[0] : { 8 , 8 }
aux[1] : { 8 , 8 }
aux[3] : { 0.5 , 0.5 , 0.5 , 2 }
diffuse : { 0.981897 , 0.981897 , 0.981897 }
reflection : 1
reflection2 : 1
shininess : 15
specular : { 1 , 1 , 1 }
substance : "road"
-------------------------------------------------------------------------------------------
SCS automat 51/51502b01780198ee.mat
material : "eut2.dif.spec.weight.weight.dif.spec.weight.tsnmapcalc.tg0.tg1.rfx" {
texture[0] : "/material/terrain/asphalt_parklot_base.tobj"
texture_name[0] : "texture_base"
texture[1] : "/material/terrain/asphalt_parklot_base_nrm.tobj"
texture_name[1] : "texture_nmap"
texture[2] : "/material/terrain/asphalt_parklot_var_2.tobj"
texture_name[2] : "texture_over"
texture[3] : "/material/terrain/asphalt_parklot_var_2_nrm.tobj"
texture_name[3] : "texture_nmap_over"
add_ambient : 0
aux[0] : { 8 , 8 }
aux[1] : { 8 , 8 }
aux[3] : { 1 , 1 , 1 , 15 }
diffuse : { 0.981897 , 0.981897 , 0.981897 }
reflection : 1
reflection2 : 1
shininess : 15
specular : { 1 , 1 , 1 }
substance : "road"
-------------------------------------------------------------------------------------------

Zmodeler3 automat fe/fed185529825bd80.mat
material : "eut2.dif.rfx" {
diffuse : { 0.980392 , 0.980392 , 0.980392 }
specular : { 1 , 1 , 1 }
shininess : 15
tint : { 1 , 1 , 1 }
add_ambient : 0
substance : "road"
------------------------------------------------------------------
Zmodeler3 automat 51/51502b01780198ee.mat
material : "eut2.dif.rfx" {
diffuse : { 0.980392 , 0.980392 , 0.980392 }
specular : { 1 , 1 , 1 }
shininess : 15
tint : { 1 , 1 , 1 }
add_ambient : 0
substance : "road"

Image

Hope this helps you can't find the crash.txt.....
User avatar
Oleg
Site Admin
Posts: 14044
Joined: Fri Feb 06, 2004 3:54 am
Contact:

Re: Zmod Crash to CTD

Post by Oleg »

what is "tsnmapcalc" in material name? i assume this is tangent/binormal for bump-mapping "calculated" (from texture probably). Is there any info on this?
Fazer001
Posts: 63
Joined: Sun Feb 26, 2017 5:49 am

Re: Zmod Crash to CTD

Post by Fazer001 »

ETS2\_1.44\effect\eut2\dif_spec_weight_weight_dif_spec_weigh

eut2.dif.spec.weight.weight.dif.spec.weight.tsnmapcalc.tg0.tg1.rfx

effect "eut2.dif.spec.weight.weight.dif.spec.weight.tsnmapcalc.tg0.tg1"
{
render
{
class: "eut_triple_textured"
technique_count: 6
technique
{
predicate
{
path: glsl
condition: nmap
}
pass_count: 2
pass
{
semantics: "defattr"
class: "default"
state_setup: "/effect/deferred/rs/attrib_render.rs"
vertex_setup: "/effect/eut2/_shd/38c297281e230c8b8c79bf524027d4bd.glsl.vso"
fragment_setup: "/effect/eut2/_shd/27ac095db84862b5adb5425ad4a47b81.glsl.fso"
}
pass
{
semantics: "fwdopaque"
class: "default"
state_setup: "/effect/deferred/rs/forward_none.rs"
vertex_setup: "/effect/eut2/_shd/38c297281e230c8b8c79bf524027d4bd.glsl.vso"
fragment_setup: "/effect/eut2/_shd/8892bf526f4b6980de2f11c88802b666.glsl.fso"
}
}
technique
{
predicate
{
path: glsl
}
pass_count: 2
pass
{
semantics: "defattr"
class: "default"
state_setup: "/effect/deferred/rs/attrib_render.rs"
vertex_setup: "/effect/eut2/_shd/949b2dcfbda35dba13cdb4c4575d597b.glsl.vso"
fragment_setup: "/effect/eut2/_shd/cf54f944d3c14b87ad3dcd81874be4c9.glsl.fso"
}
pass
{
semantics: "fwdopaque"
class: "default"
state_setup: "/effect/deferred/rs/forward_none.rs"
vertex_setup: "/effect/eut2/_shd/949b2dcfbda35dba13cdb4c4575d597b.glsl.vso"
fragment_setup: "/effect/eut2/_shd/b0ffde9e5ef1bfe8899c84338ebf989b.glsl.fso"
}
}
technique
{
predicate
{
path: sm4x
condition: nmap
}
pass_count: 2
pass
{
semantics: "defattr"
class: "default"
state_setup: "/effect/deferred/rs/attrib_render.rs"
vertex_setup: "/effect/eut2/_shd/f7027744175023e4caa0a5878c2d5676.sm4x.vso"
fragment_setup: "/effect/eut2/_shd/f18cd98cfa6e9ba03fd5cd72fe8dc59d.sm4x.fso"
}
pass
{
semantics: "fwdopaque"
class: "default"
state_setup: "/effect/deferred/rs/forward_none.rs"
vertex_setup: "/effect/eut2/_shd/f7027744175023e4caa0a5878c2d5676.sm4x.vso"
fragment_setup: "/effect/eut2/_shd/9a5d40fe09d9e7b32a9e267983092528.sm4x.fso"
}
}
technique
{
predicate
{
path: sm4x
}
pass_count: 2
pass
{
semantics: "defattr"
class: "default"
state_setup: "/effect/deferred/rs/attrib_render.rs"
vertex_setup: "/effect/eut2/_shd/c632957733af7214034743da1acb3ae3.sm4x.vso"
fragment_setup: "/effect/eut2/_shd/90866a9790b85f2409d0b1b29710963a.sm4x.fso"
}
pass
{
semantics: "fwdopaque"
class: "default"
state_setup: "/effect/deferred/rs/forward_none.rs"
vertex_setup: "/effect/eut2/_shd/c632957733af7214034743da1acb3ae3.sm4x.vso"
fragment_setup: "/effect/eut2/_shd/0a6577c612bdc7082aa631512e2a8be4.sm4x.fso"
}
}
technique
{
predicate
{
path: sm5x
condition: nmap
}
pass_count: 2
pass
{
semantics: "defattr"
class: "default"
state_setup: "/effect/deferred/rs/attrib_render.rs"
vertex_setup: "/effect/eut2/_shd/62739da0be3711deb1d20084692c6670.sm5x.vso"
fragment_setup: "/effect/eut2/_shd/efa2acf9107f1327403c21d6b7f60fc1.sm5x.fso"
}
pass
{
semantics: "fwdopaque"
class: "default"
state_setup: "/effect/deferred/rs/forward_none.rs"
vertex_setup: "/effect/eut2/_shd/62739da0be3711deb1d20084692c6670.sm5x.vso"
fragment_setup: "/effect/eut2/_shd/a418b5c279fdbcbd2509ec8c7a28204a.sm5x.fso"
}
}
technique
{
predicate
{
path: sm5x
}
pass_count: 2
pass
{
semantics: "defattr"
class: "default"
state_setup: "/effect/deferred/rs/attrib_render.rs"
vertex_setup: "/effect/eut2/_shd/df0e2257ae11afa654f1bb861052e777.sm5x.vso"
fragment_setup: "/effect/eut2/_shd/aaa1caad39596b59fb5d1c247651c5d2.sm5x.fso"
}
pass
{
semantics: "fwdopaque"
class: "default"
state_setup: "/effect/deferred/rs/forward_none.rs"
vertex_setup: "/effect/eut2/_shd/df0e2257ae11afa654f1bb861052e777.sm5x.vso"
fragment_setup: "/effect/eut2/_shd/a3cc42e0f302e4ff2d64dd2eeec38368.sm5x.fso"


Hier all in a Pack tsnmapcalc
https://drive.google.com/file/d/1qdswh7 ... sp=sharing

I hope this is it what you need....
Fazer001
Posts: 63
Joined: Sun Feb 26, 2017 5:49 am

Re: Zmod Crash to CTD

Post by Fazer001 »

@Oleg
Any News about progress....
User avatar
Oleg
Site Admin
Posts: 14044
Joined: Fri Feb 06, 2004 3:54 am
Contact:

Re: Zmod Crash to CTD

Post by Oleg »

fixed, get an update.
Post Reply