
ZModeler3 core have been upgraded to support 64-bit builds, starting from version 3.2.0 two versions will be available (32-bit and 64-bit) for download. Versions are cross-compatible in features and saved files, however you will be unable to open .z3d files created in any of these and further versions in any old version of ZModeler. It is recommended to keep backup of your .z3d files saved in current version of ZModeler if you wish to revert to older version for some reason. New 32-bit and 64-bit are not guaranteed to run and activate smoothly, so having an old version backup is worth for the first days of release.
When you use an autoupdate in your current version, you will get a 32-bit upgrade to 3.2.0 by default. If you wish to switch to 64-bit version, you should download it from the website front page. Make sure to switch a button above download link to 64-bit before pressing "Download" button. Profile and settings are compatible with old versions, so you can use your profile XML in new downloads to restore all your ZModeler settings after upgrade.
Direct Download link.
32-bit version: Download ZModeler 3.2.0 (13.54Mb)
64-bit version: Download ZModeler 3.2.0 (13.76Mb)
Requirements.
ZModeler3 requires additional Microsoft redistributive libraries to be installed prior running ZModeler3 on your system. Download vcredist_x86.exe (32-bit) or vcredist_x64.exe (64-bit) package from Microsoft website.
A package of 64-bit version includes 64-bit versions of standard libraries and some DirectX libraries required to run ZModeler, however it worth to install these libraries using standard installation packages (links above).
Changes log.
This is generally a version upgrade for 64-bit support, however it includes some accumulated updates and bugfixes reported earlier in this forum. This version is able to load the recently updated ETS2/ATS prefabs with extended GPS navigation info in .ppd files. Also, some shader definitions were added into GTA5 import/export filter. Additionally, a mesh collision for GTA5 was remastered slightly and should produce less bugs in game (especially the case of using models in FiveM). An extended version of collision (groups) have been implemented (used in scenery objects and locations), but currently goes as undocumented feature, will provide more info on this subject later.