Texture in zModeler but not in YTD

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0dinPagan08
Posts: 9
Joined: Mon Jan 27, 2025 10:01 am

Texture in zModeler but not in YTD

Post by 0dinPagan08 »

Hello,

I am facing a problem that is a bit complicated to explain.

After trying everything on my side, I am forced to make a post.

I want to apply the shader "vehicle_dash_emissive" on a counter so that it can turn off with the car. The shader "vehicle_dash_emissive_opaque" does not suit me because the counter remains on all the time.

On zModeler, the texture of the counter appears in several parts. I want the texture of the counter but it is impossible to have it because it is not in the YTD but in zModeler.
I tried to export the texture and convert it to PNG but there is only half of the counter. There are only the lights.

When I apply "vehicle_dash_emissive" and launch the game, the texture is invisible.
I did several tests like: In the "Alpha and transparent" settings put "Source: One and Destination: Zero" to make the texture appear but still invisible, why is the texture in zModeler and not in the YTD ?
How to make the whole texture appear ?
I saw several things in "Texture Browsers"
Display as:
Opaque texture
Transparent texture
Opaque with alpha extract
Alpha with texture extract

Is this important ? Because that's where I see that there is the complete texture of the counter.

Thank you for your answers.
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Oleg
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Re: Texture in zModeler but not in YTD

Post by Oleg »

hello.
I assume your texture is transparent with opacity/transparency data being on an alpha channel of texture. I advise to make a set of cubes/boxes and a set of different materials with this texture on "DETAIL" texture slot; assign different materials onto these cubes and test in game whether any of shaders will suit your needs.

Mind, the game shader is hard-coded and can not be configured at all. it does exactly what the shader code is instructed to do. In particular, you can not make some game shader to respect texture's alpha channel to have a transparency on material unless the game shader is already coded to do so. You can make quite a lot of things with material in ZModeler, but most of settings will be ignored on export.

Given that, my advise is to test more game shaders with your texture to find whether any of these shaders will do exactly what you need.

P.S. Textures browser has a preview window and a selection box on how to preview the texture: opaque, transparent, etc. This is for texture preview only and has no effect outside of Textures Browser.
0dinPagan08
Posts: 9
Joined: Mon Jan 27, 2025 10:01 am

Re: Texture in zModeler but not in YTD

Post by 0dinPagan08 »

Oleg wrote: Mon Jan 27, 2025 11:19 pm hello.
I assume your texture is transparent with opacity/transparency data being on an alpha channel of texture. I advise to make a set of cubes/boxes and a set of different materials with this texture on "DETAIL" texture slot; assign different materials onto these cubes and test in game whether any of shaders will suit your needs.

Mind, the game shader is hard-coded and can not be configured at all. it does exactly what the shader code is instructed to do. In particular, you can not make some game shader to respect texture's alpha channel to have a transparency on material unless the game shader is already coded to do so. You can make quite a lot of things with material in ZModeler, but most of settings will be ignored on export.

Given that, my advise is to test more game shaders with your texture to find whether any of these shaders will do exactly what you need.

P.S. Textures browser has a preview window and a selection box on how to preview the texture: opaque, transparent, etc. This is for texture preview only and has no effect outside of Textures Browser.


Thanks for the reply. I tried a lot of things but nothing worked. So I took a screenshot of the texture and imported it to GIMP and then edited it. It's not crazy but it's better than nothing, knowing that I can't get this texture back.
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