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Re: ZModeler3 suggestions/wishes

Posted: Thu Aug 02, 2012 12:21 am
by Oleg
it's quite strange, since you are in "ZM3 Users" group on this forum and entire group has posting permission in ZModeler3 section. I've even tried 'test out' your forum permissions and I see a 'Post Topic' and 'New reply' buttons in ZModeler3 forum section.

'ZModeler3 knowledge base' forum is read only for everyone indeed.

Re: ZModeler3 suggestions/wishes

Posted: Fri Aug 03, 2012 11:47 pm
by Oleg
---- bugs reports moved to ZModeler3 discussion subforum ----

Re: ZModeler3 suggestions/wishes

Posted: Fri Jan 04, 2013 8:12 am
by emad-tvk
Hi dear oleg.

I have a question about Z Modeler 3. I didn't find a better place to ask but this topic.

Are you planing GTA Series Plugin & Filter for Z Modeler 3 ?

GTA Editors are still using z m 2.2.6 . you don't wanna make z m 3 support dff, wft, wdr and wdd files?

and another question, GTA V is on way. It might files be like GTA IV, or different from it, if it will be different, are you planing to support it?

please answer questions dear bro

thanks

 

Re: ZModeler3 suggestions/wishes

Posted: Fri Jan 04, 2013 8:50 am
by Oleg
gta5 is surely worth a shot. will do my best to make it moddable.

Re: ZModeler3 suggestions/wishes

Posted: Tue Jun 18, 2013 12:40 pm
by TeaDrinker
Is Test Drive Unlimited export option going to be available in Zmodeler 3 soon? If not, it would be great if it could be added.

Re: ZModeler3 suggestions/wishes

Posted: Tue Jun 18, 2013 8:55 pm
by Oleg
Nope, TDU 1/2 filter is not about to be ported to zmodeler3.

Re: ZModeler3 suggestions/wishes

Posted: Wed Jul 24, 2013 6:40 am
by RoadTrain
Oleg wrote:Nope, TDU 1/2 filter is not about to be ported to zmodeler3.
Can you make clear what's gonna be ported and whats' not? :)
Btw which new filters can we expect in the future?

Re: ZModeler3 suggestions/wishes

Posted: Wed Jul 24, 2013 9:09 am
by Oleg
in general, nothing will be ported.
I would like to see someone to make me small overview of the current (2012-2013) and upcoming games that worth to be modded... Unfortunally, I had no time to make this kind of research, but I have some spare time until GTA5 is released and unpacked/packed for modding. This time I could spend to create a plugin for some game.

I've recently take a short look on what is going around the titles that zmod2 used to support. As far as I see rFactor2 is still on beta stage (even thought it's moddable already). Emergency Rescue has announced new title that will come "moddable with editor" but it's still not out yet. Nothing is seen on TDU direction (TDU3 or something like this)... Sims 4 have been announced, but I doubt it could be possible to mod them, since the game is pretty complex and is developed by the same company as Sims 3.

Also, I've thought about farcry3, but it's still a subject to decide, since I don't have the game yet and haven't seen guides on how "texture replacement" mods work (if it's possible already).

The plugin for CryEngine3 (I don't know which games utilize this engine) is probably a thing to try, I have already installed SDK with editor to play with.

I think the "open world" games will be generally under the spot. The "Watch dogs"... GTA5...

Re: ZModeler3 suggestions/wishes

Posted: Wed Jul 24, 2013 11:27 am
by RoadTrain
What about Mafia 2? Is it completely abandoned?
There's still a community around it, but everything is about scripting.
And the unofficial multiplayer prevented the game from dying.

I'd like to remind you of PSSG format which belongs to Codemasters' EGO Engine. There are a few tools out there, the most notable being Ryder PSSG Editor
Files look like binary-XML databases. There's already a competitor product that can import them but no export is implemented. Don't know if you'd like to take a look.
Look here as well
http://forum.xentax.com/viewtopic.php?f ... ssg#p84186

The issue nowadays is that it's pretty difficult to find a game with long-term community and which at the same time is moddable.
It seems that people now lack the willingness to mod.

As of CryEngine, I'd watch it closely if you decide to research.

Re: ZModeler3 suggestions/wishes

Posted: Wed Jul 24, 2013 12:09 pm
by Oleg
I've parsed mafia 2 files pretty deep and faced to some complex stuff that I was not about to pass-through. Yes, it would be possible to load geometry, but geometry rippers as well as ripped models are already available. I was not going to make an import-only plugin for no actual usage.

The PSSG could be of interest too. what is the latest codemesters' title released that uses pssg? I haven't been playing games for a pretty long time already :-)

Re: ZModeler3 suggestions/wishes

Posted: Wed Jul 24, 2013 2:18 pm
by RoadTrain
Oleg wrote:I've parsed mafia 2 files pretty deep and faced to some complex stuff that I was not about to pass-through. Yes, it would be possible to load geometry, but geometry rippers as well as ripped models are already available. I was not going to make an import-only plugin for no actual usage.

The PSSG could be of interest too. what is the latest codemesters' title released that uses pssg? I haven't been playing games for a pretty long time already :-)
Would you like to disclose the stuff you failed to decode? It may happen that someone will eventually find out what it is.

In 2013 they released GRID 2 and F1 2013 is planned for September. There are several major versions of engine, currently it's EGO 3.0.

Code: Select all

Colin McRae: Dirt (2007)
Race Driver: Grid (2008)
Colin McRae: Dirt 2 (2009)
F1 2009 (2009)
Operation Flashpoint: Dragon Rising (2009)
Bodycount (2011)
F1 2010 (2010)
Operation Flashpoint: Red River (2011)
Dirt 3 (2011)
F1 2011 (2011)
Dirt: Showdown (2012)
F1 2012 (2012)
F1 Race Stars (2012)
Grid 2 (2013)
F1 2013 (2013)

Re: ZModeler3 suggestions/wishes

Posted: Wed Jul 24, 2013 9:10 pm
by Oleg
sure. here's the code (it does not create scene, it just passes the frameresource file, reads stuff and dumps it into text readable form... partly.

Code: Select all

0:              <scene>	                   Lassiter_69	same	0x1b	0x0
1:              <scene>	              399_9_Lassiter69	same	0x16	0x0

GeomLod. Lods: 2, Zero: 0	Bounds: -1.054211, -2.828054, -0.218934, 0.000085

#material split info. bursts: 17, splits: 7
 Verts: 7430, Faces: 6740
  burst 0:	0 .. 1267	i1:1	i2:2
  burst 1:	0 .. 559	i1:-1	i2:-1
  burst 2:	560 .. 1267	i1:-1	i2:-1
  burst 3:	0 .. 1079	i1:1	i2:2
  burst 4:	0 .. 582	i1:-1	i2:-1
  burst 5:	583 .. 1079	i1:-1	i2:-1
  burst 6:	0 .. 1049	i1:1	i2:2
  burst 7:	0 .. 275	i1:-1	i2:-1
  burst 8:	276 .. 1049	i1:-1	i2:-1
  burst 9:	0 .. 1783	i1:1	i2:2
  burst 10:	0 .. 1063	i1:-1	i2:-1
  burst 11:	1064 .. 1783	i1:-1	i2:-1
  burst 12:	0 .. 1254	i1:1	i2:2
  burst 13:	0 .. 742	i1:-1	i2:-1
  burst 14:	743 .. 1254	i1:-1	i2:-1
  burst 15:	0 .. 190	i1:-1	i2:-1
  burst 16:	0 .. 111	i1:-1	i2:-1
  split 0: (bursts 3 from 0), base index:0
  split 1: (bursts 3 from 3), base index:3804
  split 2: (bursts 3 from 6), base index:7044
  split 3: (bursts 3 from 9), base index:10194
  split 4: (bursts 3 from 12), base index:15546
  split 5: (bursts 1 from 15), base index:19311
  split 6: (bursts 1 from 16), base index:19884

GeomLod. Lods: 1, Zero: 0	Bounds: -0.703125, -2.273438, 0.515625, 0.003906

#material split info. bursts: 1, splits: 1
 Verts: 8, Faces: 5
  burst 0:	0 .. 4	i1:-1	i2:-1
  split 0: (bursts 1 from 0), base index:0


## end of import at 0x7bc5
Material assginemnts for 2 lods; {-1.053530, -2.827373, -0.218594} x {1.054333, 2.751137, 1.504597}
 Frame Desc for LOD 1 of 2
  Mat assginment 0: 1268 tris from index # 0, using 0x2b5b296477642257
  Mat assginment 1: 1080 tris from index # 3804, using 0x7b23166f59eb1c71
  Mat assginment 2: 1050 tris from index # 7044, using 0x1bf714fd23ad243c
  Mat assginment 3: 1784 tris from index # 10194, using 0x39010abe1a4d13b8
  Mat assginment 4: 1255 tris from index # 15546, using 0x69f97e3a6a8a3abb
  Mat assginment 5: 191 tris from index # 19311, using 0x6dc72b6b14930446
  Mat assginment 6: 112 tris from index # 19884, using 0x53a85a185b8646ac
 Frame Desc for LOD 2 of 2
  Mat assginment 0: 454 tris from index # 0, using 0x288c1cee245957f7
  Mat assginment 1: 662 tris from index # 1362, using 0x69f97e3a6a8a3abb
  Mat assginment 2: 40 tris from index # 3348, using 0x53a85a185b8646ac
Material assginemnts for 1 lods; {-0.699965, -2.270975, 0.518173} x {0.671836, 1.933756, 1.115893}
 Frame Desc for LOD 1 of 1
  Mat assginment 0: 5 tris from index # 0, using 0x0000000000000000


## end of material assignment chunks 0x7cdf
 Composition blocks: 74, sets: 2
  Set IDs: 73, 7
  Set IDs: 13, 3
   Block   0: 0, {0.000000 0.000000 0.000000 0.000000 0.000000 0.000000}	     {0.000 0.000 0.000} at {0.000 0.000 0.000}
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   Block   2: -1, {0.082234 -0.216451 -0.111037 0.277550 0.216411 0.111099}	     {1.000 1.000 1.000} at {-0.475 -1.866 -0.244}
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   Block  23: -1, {0.001801 -0.759063 -0.320186 0.969611 0.460172 0.015869}	     {1.000 1.000 1.000} at {0.953 0.518 -0.983}
   Block  24: -1, {-0.508253 -0.414650 0.035988 0.296340 0.639665 0.382602}	     {1.000 1.000 1.000} at {-1.571 0.002 -0.495}
   Block  25: -1, {-0.784722 -3.694811 -0.134363 0.029237 0.016533 0.077981}	     {1.000 1.000 1.000} at {-0.320 -0.979 -0.011}
   Block  26: -1, {-0.039738 -1.664026 -0.043570 1.762975 0.284536 0.112921}	     {1.000 1.000 1.000} at {0.858 -0.759 0.059}
   Block  27: -1, {-1.052934 -2.686378 -0.218594 1.053652 2.577788 1.410345}	     {1.000 1.000 1.000} at {0.000 0.000 -0.000}
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   Block  72: -1, {-0.174587 0.076140 -0.175782 0.266875 0.103567 0.186887}	     {1.000 1.000 1.000} at {0.322 -0.818 -0.909}
   Block  73: -1, {-0.001769 -0.143261 -0.041887 -0.001769 0.141540 0.047086}	     {1.000 1.000 1.000} at {-1.714 -0.000 -1.117}
  set 1 of 2: IDs: 73, nums: 7, [58, 15, 0, 0]
  set 2 of 2: IDs: 13, nums: 3, [13, 0, 0, 0]
## end of scene composition chunks 0x92a0


Re: ZModeler3 suggestions/wishes

Posted: Thu Jul 25, 2013 12:21 pm
by RoadTrain
Thanks, and keep us updated about your progress on other filters :)

Re: ZModeler3 suggestions/wishes

Posted: Wed Aug 06, 2014 6:58 am
by AE.
Олег что писать в этих полях? я запутался не зная инглиша
Image

Re: ZModeler3 suggestions/wishes

Posted: Wed Aug 06, 2014 7:32 am
by Oleg
А)

в первом пишешь логин аккаунта, во втором пишешь 123456
затем в аккаунте открываешь закладку "My computers", выбираешь там свою платформу, включаешь галку "Allow this platform to login", вводишь там пароль 123456, и жмёшь ОК.

Б)
по большому счету всё это вообще не нужно. у тебя уже есть лицензионный ключ, скопируй его, открой License Information в программе и нажми Shift. затем также скопируй валидацию (кнопка Validate в аккаунте).

просто если хочется автоматизировать немного, то лучше по варианту А всё сделать.

Re: ZModeler3 suggestions/wishes

Posted: Wed Aug 06, 2014 11:59 pm
by AE.
Спасибо, все получилось, очень понравилась возможность запекать текстуры с АО, обязательно приобрету zm3 )

Re: ZModeler3 suggestions/wishes

Posted: Fri Dec 25, 2015 10:30 am
by ermaccer
Will the GTA 3D (.dff) era games will be supported? I need really bones support for those.

Re: ZModeler3 suggestions/wishes

Posted: Fri Dec 25, 2015 10:35 am
by Oleg
nope. I remind 3dsmax KAM's script can support bones on .dff, isn't it ?

Re: ZModeler3 suggestions/wishes

Posted: Fri Dec 25, 2015 10:45 am
by ermaccer
Yes it is, but i can't get 3DS max due to internet speed :/.

Re: ZModeler3 suggestions/wishes

Posted: Fri Mar 04, 2016 3:37 pm
by Alang7
Dear Oleg, what about an FBX importer ?

Or maybe, a UVW loader ? I mod ETS2, I usually build the trucks on 3Ds Max. The annoying thing is that the OBJ exporter can't export multi uv channels.

Make our life more easy, cause most of time, I need to remap whole trucks on Zmodeler3 ..

Re: ZModeler3 suggestions/wishes

Posted: Fri Mar 04, 2016 11:22 pm
by Oleg
Use Collada DAE. Make sure to toggle "Optimize vertices" on loading .DAE in ZModeler.
There have been reports that 3dsMax can shuffle UV channels making UV#1 to appear on UV#2 and vice verse. You can change UV channels in zmod later using UV copy 2 -> 3, 1 -> 2, 3 -> 1.

Re: ZModeler3 suggestions/wishes

Posted: Sat Mar 05, 2016 3:11 am
by Alang7
Already tried. Seems not working good. :(

Take years for import a model

Re: ZModeler3 suggestions/wishes

Posted: Sat Mar 05, 2016 8:10 am
by Oleg
the model has probably excessive detalization. try exporting it to DAE as fragments: part#1, part#2 etc. Both .OBJ and .DAE are text files that require post-processing and optimization during loading, so it can take some time to process and create a model on import.

.OBJ should hot exceed ~40-50Mb, otherwise it might fail to load. I've seen something like 70-90Mb being loaded before "out of memory" was thrown, but this is more of exception, try making smaller files if possible.

same goes to DAE.

And again: DAE can retain multiple UV channels, per-vertex color, per-vertex normals, etc.

I know making a .fbx support make resolve dozen of problems, but I have other tasks in my todo list currently. I have a long-standing bookmark on autodesk fbx sdk page to start research, but I haven't got enough time for this subject.

Re: ZModeler3 suggestions/wishes

Posted: Sat Mar 05, 2016 10:01 am
by Alang7
Okay Oleg, thank you.

But please, take in consideration the FBX importer. Would be very helpful.

Re: ZModeler3 suggestions/wishes

Posted: Sun May 22, 2016 7:56 pm
by sixx
Oleg Idk if any has already requested this I see alot of BIg request for crazy features my wish is simple to save me time ...

A mass renaming tool.... giving the ability basically rename/delete access wording..

Example: che_corvette75thanniversary06_l0d_cockpit_interior_plastic
che_corvette75thanniversary06_l0d_cockpit_interior_solid
che_corvette75thanniversary06_l0d_cockpit_interior_reflector
Deleting just the che_corvette75thanniversary06_l0d or whatever you choose in you preference
also allowing you to add _L0 or/_L1 etc.. to the end of the names... would be key in speeding up conversion time...

*thinking like an electrician lol we work fast and efficient with simple hacks..