Report Import/Export bugs here

GTA:V Modding with ZModeler3 discussion.

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nukapop92
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Re: Report Import/Export bugs here

Post by nukapop92 »

I think this is the key for finding out what causes crashes with the excessive use of other materials.
nnano
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Re: Report Import/Export bugs here

Post by nnano »

Hello, once again im here with a problem, so I just imported a car and exported it. In zmodeler the back bumper it's like fliped (Photo attached) and of course in game you can see through it. i tried flipping it, but it's like in chrome color (Photo attached) What could be the problem?
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

Use Modify\Flip on an object.
nnano
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Re: Report Import/Export bugs here

Post by nnano »

Oleg wrote: Wed Nov 24, 2021 7:48 am Use Modify\Flip on an object.
Already did, results are it's in chrome color (First photo with last message) (assigned materials are correct)
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

it's hard to say something other than you should test all the possible variations.
shading could be affected by
1. object local axes (reset orientation to world-space)
2. surface direction (modify\flip on object or on polygons)
3. surface normals (modify\flip on vertices to change direction, surfacce\normals\calculate to recalculate them)
4. surface tangents (calculated by "surface\normals\calculate" tool and require correct UV mapping on UV channel #1). A lack of UV#1 can cause incorrect surface tangents -> incorrect bumpmapping calculation by shader -> incorrect shading of surface
5. surface material assignment.

So, first, reset local axes orientation to world-space.
Second, select left-side of polygons explicitly and assign the same material as on bodyshell. even if you see the same material assigned, you might have a mess of various materials, so assigning the explicit one is a good step to do. you can rename it to "body material" or something like that so you 100% know that the same material is used.
Then try Surface\Normals\Calculate tool on an object.
Then try modify\flip on some of polygons (left side for example) and check how this will look in game.
nnano
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Re: Report Import/Export bugs here

Post by nnano »

Oleg wrote: Wed Nov 24, 2021 9:14 am it's hard to say something other than you should test all the possible variations.
shading could be affected by
1. object local axes (reset orientation to world-space)
2. surface direction (modify\flip on object or on polygons)
3. surface normals (modify\flip on vertices to change direction, surfacce\normals\calculate to recalculate them)
4. surface tangents (calculated by "surface\normals\calculate" tool and require correct UV mapping on UV channel #1). A lack of UV#1 can cause incorrect surface tangents -> incorrect bumpmapping calculation by shader -> incorrect shading of surface
5. surface material assignment.

So, first, reset local axes orientation to world-space.
Second, select left-side of polygons explicitly and assign the same material as on bodyshell. even if you see the same material assigned, you might have a mess of various materials, so assigning the explicit one is a good step to do. you can rename it to "body material" or something like that so you 100% know that the same material is used.
Then try Surface\Normals\Calculate tool on an object.
Then try modify\flip on some of polygons (left side for example) and check how this will look in game.
Hey, it did help, but another problem occured, when i shoot the Bumper it rotates 180 degrees, i even redid the collision from zero and... It's the same (Photo Left is a car when i shooted the bumper, right car is before shooting it)
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

it feels like you've messed object axes somewhere... it's not a must to be a bumper's axes messed, it could be collision object axes messed, or parent object (chassis) axes messed.

Axes orientation (direction of axes) on most of objects have to match world-space (the tripod in bottom-left corner). so resetting axes to world on most of objects is a good idea. Yet some objects require axes to be rotated, especially objects that do rotate in game too..
Dromsis
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Re: Report Import/Export bugs here

Post by Dromsis »

Not a bug but a simple question

Why zmodeler triangulate face when exporting .yft, there is a way to disable this feature ? does it necessary for gta or .yft file ?
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

it is a must for every game to use triangulated meshes. Direct3D hardware can render only triangles.
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