Report Import/Export bugs here
Re: Report Import/Export bugs here
fixed, get an update.
Re: Report Import/Export bugs here
@Oleg, thanks a lot!
Re: Report Import/Export bugs here
you should import model back into empty zmodeler scene and check which lods are available. quite likely both L0 and L1 got exported.
make sure to set Lods export mode to "Autodetect" and always pay attention to a log window concerning the export statistics: e.g.
"Exported all lods but highest. 32 hierarchy nodes, 16 collision components, 2 embedded textures". Lods being exported and amount of embedded textures are a point of your interest on export of your scene.
make sure to set Lods export mode to "Autodetect" and always pay attention to a log window concerning the export statistics: e.g.
"Exported all lods but highest. 32 hierarchy nodes, 16 collision components, 2 embedded textures". Lods being exported and amount of embedded textures are a point of your interest on export of your scene.
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Re: Report Import/Export bugs here
Transparent Model if i import it..
Re: Report Import/Export bugs here
for me it looks like flipped inside out... or mirrored on X axis. you should apply Display\Local axes\Reset to world on this object at the very first step. If you get flipped model in zmodeler then, use Modify\Flip tool.
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Re: Report Import/Export bugs here
thanks dude
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Re: Report Import/Export bugs here
I am having import issues. When I import jester3 the interior textures get messed up. The dials are almost gone. The jester3_hi is all fine no problems loading that. I have not noticed any other car (so far) with this problem. Is this something I have done wrong or is this a bug?
Re: Report Import/Export bugs here
how does it look in OpenIV (original model, before it is imported into zmod)?
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Re: Report Import/Export bugs here
I am not sure if this is the information you are looking for.
Re: Report Import/Export bugs here
nope, I was wondering whether original non-edited model shows correct uv-mapping in OpenIV. So a screenshot of a model with preloaded textures was a point of interest.
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Re: Report Import/Export bugs here
Ah, it would appear that your software is not the problem. Thanks for your time.
Re: Report Import/Export bugs here
bug: shader veh_shuts doesnt save the diffuse color in the color parameters more after one of the latest zm updates.
Re: Report Import/Export bugs here
it uses common logic on material paint. It is allowed to accept PAINT keyword, if it's present, material is painted into a changeable game color;
when no PAINT keyword is given, color from diffuse selection box will be used, unless it's not any shade of grey color (Red, Green and Blue are not identical).
So, if you want a non-paint version of vehicle_shuts, remove PAINT keyword, remove "matDiffuseColor" from user-defined options, give a color in Diffuse color selector and ensure Red Green and Blue are not identical (e.g. use 192, 192, 191 instead of 192, 192, 192).
when no PAINT keyword is given, color from diffuse selection box will be used, unless it's not any shade of grey color (Red, Green and Blue are not identical).
So, if you want a non-paint version of vehicle_shuts, remove PAINT keyword, remove "matDiffuseColor" from user-defined options, give a color in Diffuse color selector and ensure Red Green and Blue are not identical (e.g. use 192, 192, 191 instead of 192, 192, 192).
Re: Report Import/Export bugs here
ah ok, thanks, good to know
Re: Report Import/Export bugs here
Hello Oleg, i recently tried to make a map mod and found few things out. when i export the map as YDR with "skeletal" activated, the shadows are "jumping" in the game, but the Collision seems to work perfect. But when i export with "skeletal" deactivated, the shadows are fine in the game, but the COLs have holes. Is it possible to fix one of this bugs?
Re: Report Import/Export bugs here
what game model file to you replace? I'll check, as some map YDR files come with skeleton (and should be skeletal), but most of them are non-skeletal. Also, what sort of COL do you mean, is this a "property" element placed on map, or a land/surface map object?
Re: Report Import/Export bugs here
i didnt replace a game model. i made a custom ydr file as addon, to use with Addon props mod https://www.gta5-mods.com/tools/addonprops
and spawned with menyoo trainer https://www.gta5-mods.com/scripts/menyoo-pc-sp (Object spooner section)
i can send you z3d of this map mod if you need to test.
this is actually not a proper map, because it doesnt have collisions (ybn) like on vanilla gta maps etc.
you can consider it as a prop with .mesh and .[COL]
and spawned with menyoo trainer https://www.gta5-mods.com/scripts/menyoo-pc-sp (Object spooner section)
i can send you z3d of this map mod if you need to test.
this is actually not a proper map, because it doesnt have collisions (ybn) like on vanilla gta maps etc.
you can consider it as a prop with .mesh and .[COL]
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Re: Report Import/Export bugs here
Yo, i dont wanna talk long so ill just explain it with small words..
in zmodeler my model looks good everything ok weight ok, and configured (i think) right.
but when i export it, in the .ydd file some parts are "spiking" out..
dunno why this problem is here, dunno what to do, would be awesome if anyone can help me:
SCREEN- https://imgur.com/a/vJLQfHb
in zmodeler my model looks good everything ok weight ok, and configured (i think) right.
but when i export it, in the .ydd file some parts are "spiking" out..
dunno why this problem is here, dunno what to do, would be awesome if anyone can help me:
SCREEN- https://imgur.com/a/vJLQfHb
Re: Report Import/Export bugs here
try rigging\influence\normalize.
(test in game)
if possible, locate the problematic vertex and check which bone is affecting it (after "normalize" tool). then paint influence of "correct" bone onto such a vertex or, preferable, CTRL+paint (to reduce/remove) influence of bones that should not affect such a vertex.
(test in game)
if possible, locate the problematic vertex and check which bone is affecting it (after "normalize" tool). then paint influence of "correct" bone onto such a vertex or, preferable, CTRL+paint (to reduce/remove) influence of bones that should not affect such a vertex.
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Re: Report Import/Export bugs here
what shall i do with the normalize tool?
Re: Report Import/Export bugs here
click on a mesh object in viewport.
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Re: Report Import/Export bugs here
thanks a lot
Re: Report Import/Export bugs here
question: when i select an object in the UV window and go to poly mode, and then select the polygons in the UV window, it is randomly looks like this: https://imgur.com/oKwPiKS
the polygons of the model are visible in another windows and selected polys in UV are green.
but sometimes, after going to poly mode it looks like this: https://imgur.com/AK5YBvb the polygons of the model in the another windows arent visible and selected polys are black.
I dont really understand how exactly this happens and how can i choose between this 2 modes?
and another question: is this possible to select the polygons on an object from the UV Mapping? i mean that these "green / black" polygons get selected on the actual object. If not, is this possible to implement this feature?
the polygons of the model are visible in another windows and selected polys in UV are green.
but sometimes, after going to poly mode it looks like this: https://imgur.com/AK5YBvb the polygons of the model in the another windows arent visible and selected polys are black.
I dont really understand how exactly this happens and how can i choose between this 2 modes?
and another question: is this possible to select the polygons on an object from the UV Mapping? i mean that these "green / black" polygons get selected on the actual object. If not, is this possible to implement this feature?
Re: Report Import/Export bugs here
I suspect "black" mode is a sort of a bug. I can't reproduce it here, may be related to scene or changes on "default material".
Re: Report Import/Export bugs here
i just figured out how this both variants happen. To make polygons visible its is needed to navigate with the mouse on the object first, so it becomes "blue", and after this left mouse click in the UV view with "poly" mode activated.