incorrect import or export

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

incorrect import or export

Post by Fazer001 »

Hi Oleg,
ZMod has problems with import or export i don't know....
In Game when you zoom out or change the perspective the rivets disappear in the red triangle.

SCS mat
material : "eut2.dif.spec.add.env.indenv.tsnmap.a.rfx" {
texture[0] : "/vehicle/share/textures/decal/nuts.tobj"
texture_name[0] : "texture_base"
texture[1] : "/vehicle/share/textures/decal/nuts_nrm.tobj"
texture_name[1] : "texture_nmap"
texture[2] : "/material/environment/vehicle_reflection.tobj"
texture_name[2] : "texture_reflection"
add_ambient : 0
diffuse : { 1 , 1 , 1 }
env_factor : { 0.0381471 , 0.0381471 , 0.0381471 }
fresnel : { 0.2 , 0.9 }
reflection : 0
shininess : 80
specular : { 0.56372 , 0.56372 , 0.56372 }
queue_bias : 1
}
---------------------------------------------------------------------------------------------------

Zmod mat
material : "eut2.dif.spec.add.env.indenv.tsnmap.a.rfx" {
texture[0] : "/vehicle/share/textures/decal/nuts.tobj"
texture_name[0] : "texture_base"
texture[1] : "/vehicle/share/textures/decal/nuts_nrm.tobj"
texture_name[1] : "texture_nmap"
texture[2] : "/material/environment/vehicle_reflection.tobj"
texture_name[2] : "texture_reflection"
diffuse : { 1 , 1 , 1 }
specular : { 0.560784 , 0.560784 , 0.560784 }
shininess : 80
add_ambient : 0
env_factor : { 0 , 0 , 0 }
fresnel : { -1 , 1 }
}

Image
Image
Image

thanks for help....
User avatar
Oleg
Site Admin
Posts: 14044
Joined: Fri Feb 06, 2004 3:54 am
Contact:

Re: incorrect import or export

Post by Oleg »

add "queue_bias : 1" manually into a .mat file. Does this make any changes in game?
Fazer001
Posts: 63
Joined: Sun Feb 26, 2017 5:49 am

Re: incorrect import or export

Post by Fazer001 »

That was just an import-export test to see what zmod does before I do anything, and this is the result that u see.
There is only the pmd,pmg in the mod folder and the rest accesses to the base original files.

I don't know what wrong is or what scs have change again.... or what is to change in the Material Properties before export the pmd.!!!

Is what you see correct in the Material Properties ?
User avatar
Oleg
Site Admin
Posts: 14044
Joined: Fri Feb 06, 2004 3:54 am
Contact:

Re: incorrect import or export

Post by Oleg »

The "queue_bias : 1" option in original material file is something ZModeler has no equivalent to, so this option is lost on export (even if you don't change anything). My advise was to edit .mat file manually after export and add this missing piece. It might be the cause of the issue, but I'm not absolutely sure on this.
Fazer001
Posts: 63
Joined: Sun Feb 26, 2017 5:49 am

Re: incorrect import or export

Post by Fazer001 »

@Oleg,
I won't say too much about it, i hope you can see the differences in the pictures.... and where is the logic there :!: :?:

Why i have to change the position...

So problem found :roll: suggested solutions :idea:

Image
Image
Image
User avatar
Oleg
Site Admin
Posts: 14044
Joined: Fri Feb 06, 2004 3:54 am
Contact:

Re: incorrect import or export

Post by Oleg »

This is a depth-buffer related issue. surfaces that are very close to each other can produce depth-conflicts when surface closer to the camera can not render over the surface that is a bit further from the camera since they evaluate the same "depth/distance". The depth bias (adjustment) is used to resolve this issue and I think the "queue_bias : 1" parameter in material file is something related to this subject.

Alternatively, you can try to force game render rivets first. To do so, move their material to the earlier position in materials browser. or move the material of red taillights accessories to the end of materials list in materials browser.
Post Reply