Report Import/Export bugs here
Re: Report Import/Export bugs here
These might be related to the issue, I can't be sure. I just show you that current version of ZModeler can import and export the model with spoiler and the spoiler will be working fine.
Re: Report Import/Export bugs here
maybe i have to change the values here? https://imgur.com/a/pzWTNZM
what values do you have on your version?
what values do you have on your version?
Re: Report Import/Export bugs here
ohh... restart ZModeler, delete the whole branch "parts" (you don't need it anymore) and restart ZModeler.
Re: Report Import/Export bugs here
thanks! that worked
Re: Report Import/Export bugs here
Oleg, another question. Do you know how to make the spoiler work on the Addon? The spoiler works now on my mod as replace, but not on Addon.
Re: Report Import/Export bugs here
unfortunately, no ideas on this. I assume this is all up to configuration in metadata files.
Re: Report Import/Export bugs here
Please help me. I spent this mod 2 weeks, until now this vehicle has bugs.
After I exported default sirens from default police car to add-on vehicle like this, random object always scaling-up when I turn the siren on.
As u can see, there's 2 object scaling-up when the light is flashing.
i don't know if that because i've put a lot of parts under/inside the chassis or there's user-defined option called Node has value = 7 after exported files. Before I export the file, I've always set siren external id to 0 and then remove user-defined option called Node except chassis[COL], chassis_lowlod[COL], chassis_dummy[COL], door_p/d_side main & [COL].
I need ur help!!!
After I exported default sirens from default police car to add-on vehicle like this, random object always scaling-up when I turn the siren on.
As u can see, there's 2 object scaling-up when the light is flashing.
i don't know if that because i've put a lot of parts under/inside the chassis or there's user-defined option called Node has value = 7 after exported files. Before I export the file, I've always set siren external id to 0 and then remove user-defined option called Node except chassis[COL], chassis_lowlod[COL], chassis_dummy[COL], door_p/d_side main & [COL].
I need ur help!!!
Re: Report Import/Export bugs here
<<<< UPDATE >>>>>
If we zoomed in to the rectangle of the light, there's another issues. Idk why the texture has changed to window's texture [vehicle_glasswindows2]
If we zoomed in to the rectangle of the light, there's another issues. Idk why the texture has changed to window's texture [vehicle_glasswindows2]
Re: Report Import/Export bugs here
I noticed, after i did this, i dont have GTA5 materials more...: https://imgur.com/a/POssE9P
Is there a way how can i delete these "parts" without losing the materials?
Re: Report Import/Export bugs here
You have probably removed an XML file from "config" folder. That's not what you were supposed to do. Restore this file or let ZModeler download it (via updates).
The "Parts" branch is shown in Settings -> Profile ->Editor on "Preferences -> Filters-> GTARage" branch there. You can select this branch there and press "Delete selected". Then restart ZModeler.
The siren parts in game use some specific logic to scale and rotate some parts around the vehicle (usually siren_glass?). This creates visual effect like filmed on an actual camera. I don't know much on how this works, but there were some topics on this issue earlier on forum: "ELS Lights" or something like that.
Note, you should not edit or remove "Node" user-defined property. This property is edited automatically when you use "GTA5 Options" window in properties window. Toggling these boxes will change the value on "Node" user-defined property and exporter will write these options in an hierarchy for this part.
The "Parts" branch is shown in Settings -> Profile ->Editor on "Preferences -> Filters-> GTARage" branch there. You can select this branch there and press "Delete selected". Then restart ZModeler.
The siren parts in game use some specific logic to scale and rotate some parts around the vehicle (usually siren_glass?). This creates visual effect like filmed on an actual camera. I don't know much on how this works, but there were some topics on this issue earlier on forum: "ELS Lights" or something like that.
Note, you should not edit or remove "Node" user-defined property. This property is edited automatically when you use "GTA5 Options" window in properties window. Toggling these boxes will change the value on "Node" user-defined property and exporter will write these options in an hierarchy for this part.
Re: Report Import/Export bugs here
Hello, I've tried searching for this with no luck. Trying to export a .ybn file leads to the program failing to respond. It's a collision for a small gokart track and it weighs in around 200k polys. It's my first time working on a ybn, so not sure what to expect.. Have I just asked too much of it? Cheers.
Re: Report Import/Export bugs here
Hello.
Sorry for delay, I was on vacation.
Collision should be as simple as possible. You should also utilize as much primitive (boxes, spheres and capsules) collisions as possible (e.g. original game collisions use them excessively and as primary collision method). Geometry collision is a CPU killer in game, avoid using complex collisions. I advise to drop geometry collision triangles count to less than 1K per object if possible. you can make YBN file to use several collisions inside, so your track should be made of collision fragments initially (track sectors, segments etc.)
Also, I would suggest to create a simple plane as an initial collision (square plane) just to ensure the .ybn file created by ZModeler works fine. I have tested .ybn export on some city sector, but I can't remind how detailed it was. I doubt it was any close to 100K, it was significantly less in poly count.
Sorry for delay, I was on vacation.
Collision should be as simple as possible. You should also utilize as much primitive (boxes, spheres and capsules) collisions as possible (e.g. original game collisions use them excessively and as primary collision method). Geometry collision is a CPU killer in game, avoid using complex collisions. I advise to drop geometry collision triangles count to less than 1K per object if possible. you can make YBN file to use several collisions inside, so your track should be made of collision fragments initially (track sectors, segments etc.)
Also, I would suggest to create a simple plane as an initial collision (square plane) just to ensure the .ybn file created by ZModeler works fine. I have tested .ybn export on some city sector, but I can't remind how detailed it was. I doubt it was any close to 100K, it was significantly less in poly count.
Re: Report Import/Export bugs here
Thanks for the suggestions. I'd say it is just more complex that needs be. I'll get in and have a play.
Re: Report Import/Export bugs here
I have a problem importing the YDD file! I get the error - Corrupted file, cannot unpack data. file:gtarageimport.cpp line:388
I have the latest software version and license!
Did not work with the program before, just now started to learn!
I have the latest software version and license!
Did not work with the program before, just now started to learn!
Re: Report Import/Export bugs here
Hello.
Most likely the file you are opening was not created by ZModeler and is not a native game file. If the file was manipulated via CodeWalker, then it is likely will not get imported. The most common scenario is when users try to "unlock" locked files with CodeWalker.
Most likely the file you are opening was not created by ZModeler and is not a native game file. If the file was manipulated via CodeWalker, then it is likely will not get imported. The most common scenario is when users try to "unlock" locked files with CodeWalker.
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Re: Report Import/Export bugs here
Allow individual exporting/importing of FTP connections or allow FTP connections to reside in the project properties. verizon internet login
mobdro app
mobdro app
Last edited by teempade04 on Fri Feb 24, 2023 7:00 am, edited 1 time in total.
Re: Report Import/Export bugs here
use third-party tools to map FTP to a local system drive. Something like Google Drive for google cloud storage.
Re: Report Import/Export bugs here
hey im having a problem importing my car using using the gta formats can anyone help
Re: Report Import/Export bugs here
any details or screenshot?
Re: Report Import/Export bugs here
when I import it under the gta formates nothing pops up but if I do it under all formats the car pops up but its a gta car
Re: Report Import/Export bugs here
probably, you have two GTARage plugins in ZModeler and one of them does not work. Check the "Filters" folder in ZModeler - may be something is not good there? I advise to delete GTARage.zmf from your ZModeler, run ZModeler and ensure "yft" files are not shown among those available for import in "Import" window. Then let ZModeler download updates, restart ZModeler and give it a try again.
Re: Report Import/Export bugs here
Also, on your first screenshot, the file you have selected is shown as "21 Kb" only, I assume the file is empty (only small screenshot is saved there). So, this could be the issue too, as on the second screenshot you are picking the file that is 4 Mb.
Re: Report Import/Export bugs here
Hi,
I have an issue when importing a gta5 model without "slice to part" turned on, on import there's no problem but when i turn on L0 i get the following error and zmodeler3 exits to the desktop. This doesn't happen when i import with slice to part checked.
i hope someone can help
Thnx
ZModeler is ready.
Failed to locate texture "tornado_hd_interior2.dds".
Failed to locate texture "tornado_interior_sd2.dds".
Failed to locate texture "tornado_interior2.dds".
CDevice9::DrawPrimitive failed [An undetermined error occurred inside the Direct3D subsystem.], last error: 0
I have an issue when importing a gta5 model without "slice to part" turned on, on import there's no problem but when i turn on L0 i get the following error and zmodeler3 exits to the desktop. This doesn't happen when i import with slice to part checked.
i hope someone can help
Thnx
ZModeler is ready.
Failed to locate texture "tornado_hd_interior2.dds".
Failed to locate texture "tornado_interior_sd2.dds".
Failed to locate texture "tornado_interior2.dds".
CDevice9::DrawPrimitive failed [An undetermined error occurred inside the Direct3D subsystem.], last error: 0