Report Import/Export bugs here

GTA:V Modding with ZModeler3 discussion.
smokey8808
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Re: Report Import/Export bugs here

Post by smokey8808 »

Could anyone help with making rear view mirrors work properly ? I've seen some mods released where they work quite well, but cant seem to recreate the effect.

Default vehicles have them mapped to a plain grey texture, my suspicion is it's somehow related to how environment specular is applied, but i can't quite figure it out

Upon further inspection, seems to me its related to actual envirnment mapping of the mirrors mesh .. but how do we change it ?
TheAdmiester
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Re: Report Import/Export bugs here

Post by TheAdmiester »

Mister Brooks wrote:
Oleg wrote:@Mister Brooks, these are configured in non-editable script file. vehicle.ymt or something like that.
can take light in other original car and use in my car ? it work or not ?

You can try experimenting with a certain value. Go to update.rpf\common\data\carvariations.meta. Copy the contents of this pastebin into it as a new car and change any relevant bits to match the name of your model.
http://pastebin.com/0zJzwT8X

(This is just an example file set up, when you use it your car will only spawn in black)

See <lightSettings value="93" /> at the bottom? Change that to other values, between 1 and 170 I think. Those are values for default cars so see if they change and which ones fit best.
R-x-j-C
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Re: Report Import/Export bugs here

Post by R-x-j-C »

Hello
My dear brothers honored
I am I am having a problem in the front lights wa background

In( vehicle_lightsemissive)

I've worked every step correctly, but did not succeed with me
Please you Msaadta My solution to the problem of lights, headlights wa background
This picture of the problem Todhah My Pima I Walker each step correctly and I hope that you Tcherhoha me a video clip or photos
I have a problem to coast
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2015-08-20_00001.jpg
smokey8808
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Re: Report Import/Export bugs here

Post by smokey8808 »

Oleg, please see attached screenshot - mirrors are working with "mesh" material, but environment reflection is off - any advice on how i can fix normals of mirror mesh in zmod to correctly show environment ?
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ave-33.jpg
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

use surface\normals\projection tool on veritces of mirror. it uses location of pivot-helper ('X'-cross) when projecting normals.
vans123
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Re: Report Import/Export bugs here

Post by vans123 »

@Oleg i exported my car in pieces from 3dsmax as .obj (door_pside_f.obj) for example and once i had all my car imported well i have repeated materials, how can i make 2 pieces that use repeated material use only 1 so i can delete the repeated ones? ofc without losing UV maps :c
Please help
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Mister Brooks
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Re: Report Import/Export bugs here

Post by Mister Brooks »

TheAdmiester wrote:.
thanks i'll try it,
i have other problem now with wheels :(

Image

any solution ?
_Vlad_
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Re: Report Import/Export bugs here

Post by _Vlad_ »

R-x-j-C wrote:Hello
I am I am having a problem in the front lights wa background
You need to assign id to polygons of lights
Left headlight [headlight_l] = 1
Right headlight [headlight_r] = 2
Left taillight [taillight_l] = 3
Right taillight [taillight_r] = 4
Front left indicator [indicator_lf] = 5
Front right indicator [indicator_rf] = 6
Rear left indicator [indicator_lr] = 7
Rear right indicator [indicator_rr] = 8
Left Brakelight [brakelight_l] = 9
Right Brakelight [brakelight_r] = 10
Center Brakelight [brakelight_m] = 11
Left Reverse light [reversinglight_l] = 12
Right Reverse light [reversinglight_r] = 13
Extra Light 1 [extralight_1] = 14
Extra Light 2 [extralight_2] = 15

p.s sorry for offtop, but you use this car in gta online?
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Neos7
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Re: Report Import/Export bugs here

Post by Neos7 »

I have added L2,L3 and L4 lods by duplicating L0 and L1 and using the "optimize" tool, but now the glasses don't get bullet traces anymore. Any idea?
L1 is a perfect copy of L0, i used the optimize tool only for l2,l3,l4

Root name banshee_hi
Tested exporting All lods for both model and model_hi, and also using "highest only" for model_hi and "all but highest" for the model. Also tryed with autodetect.
EDIT: Doing everything again, so far no problems...

@smokey can u explain how did you get the mirror's working?
you said to use the vehicle_mesh shader, but what texture are you using as diffuse,spec and bump?
Last edited by Neos7 on Mon Aug 31, 2015 4:40 am, edited 1 time in total.
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Mister Brooks
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Re: Report Import/Export bugs here

Post by Mister Brooks »

Mister Brooks wrote:
TheAdmiester wrote:.
thanks i'll try it,
i have other problem now with wheels :(

Image

any solution ?
Help me guys fast please
bigossi5
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Re: Report Import/Export bugs here

Post by bigossi5 »

Mister Brooks wrote:
TheAdmiester wrote:.
thanks i'll try it,
i have other problem now with wheels :(

Image

any solution ?
On MY Agera everything work ( RPM Meter too , its cool , no work good - doors and light ) , so pls stop this project mister brooks because i first started it ( 7+ days ago ) :x .
I'm working on McLaren F1 so stay tuned!
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Mister Brooks
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Re: Report Import/Export bugs here

Post by Mister Brooks »

bigossi5 wrote:On MY Agera everything work ( RPM Meter too , its cool , no work good - doors and light ) , so pls stop this project mister brooks because i first started it ( 7+ days ago ) :x .
me too work in this almost a week ago
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Neos7
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Re: Report Import/Export bugs here

Post by Neos7 »

Mister Brooks wrote:
Mister Brooks wrote:
TheAdmiester wrote:.
thanks i'll try it,
i have other problem now with wheels :(

any solution ?
Help me guys fast please

it happened to me once, check the wheel COL, be sure they are all the same size
Wheel collision.

Vehicle wheel collision must be made as centered Cylinder dummy node on Axis X. It's size could be adjust in "Dummy properties" in properties window. X-scale is the width of the wheel (and tire tread effect), Y-scale and Z-scale should be identical and these are wheel radius.
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Neos7
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Re: Report Import/Export bugs here

Post by Neos7 »

Does this tire tread problem after exploding is linked to the wheel_COL?
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2015-08-31_00004.jpg
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Mister Brooks
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Re: Report Import/Export bugs here

Post by Mister Brooks »

Neos7 wrote:.

help guys maybe here origin of my problem.
look, my wheel to left and original wheel to right,


Image

but when mirror it local axes mirror too

Image

how mirror object only without local axes ? or how mirror local axes without object
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Neos7
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Re: Report Import/Export bugs here

Post by Neos7 »

you should flip it too, and then fix the vertex too, Anyway that's a wheel, should be perfect rounded, you just need to rotate it from top view with XY actived, don't mirror it.
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Mister Brooks
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Re: Report Import/Export bugs here

Post by Mister Brooks »

Neos7 wrote:you should flip it too, and then fix the vertex too, Anyway that's a wheel, should be perfect rounded, you just need to rotate it from top view with XY actived, don't mirror it.
with polygon and rotate local axes not rotate (y) good, but look other problem, all materials is hidden after rotate :cry: :cry: :cry:

Image
shonen
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Re: Report Import/Export bugs here

Post by shonen »

Hey Oleg, first I just want to say that glasses break properly now. Thanks!
Only problem that I have now is when I put a window tint on my car, even if it is only a light smoke, it makes the window completely black.
Weird thing is it only happens on the outside. The inner works fine....

EDIT: Nevermind I fixed it xD
EDIT2: btw how can I add lines in user defined options in materials and objects? The add button is always greyed out for me...
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

@shonen, type property name on the left of "Add" and it will make "Add" button enabled.
@Mister Brooks, it might happen that object's polygons could be facing inside out. or per-vertex normal might be pointing wrong direction and object is not illuminated properly. In most of case Modify\Flip tool fixes this:

Flip on object level will flip visible side of polygons and will flip normals.
Flip on polygons level will flip visible side of polygons only.
Flip on vertices level will flip normal direction.

you should find out whether normals/poly facing/both are wrong and apply proper "Fix" method of flip.
vans123
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Re: Report Import/Export bugs here

Post by vans123 »

Can anybody tell me how to move local axis position? i really need help with this
zmodeler3 resets all of my pivots to 0/0/0 when i import my .obj file i exported from 3dsmax

EDIT: Nvm found the way
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Mister Brooks
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Re: Report Import/Export bugs here

Post by Mister Brooks »

Oleg wrote:@Mister Brooks,
i fix my old problem by select rotate and disable rotate geometry in option, but this next my problem :) (all problems follow me :lol: )

Image

in zmodeler all right but in game showing only tire, rim is invisible :roll:
vans123
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Re: Report Import/Export bugs here

Post by vans123 »

@Oleg why if i tile the texture in one of my materials at "detail" section i can see it getting tiled at viewport (perspective) but once i export my both .yft the texture is not tiled ingame?
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

@Mister Brooks wheel can use only vehicle_tire shader. you can't use vehicle_mesh or vehicle_paint* on a wheel.
@vans123 what is your material Adapt (in-game shader) ?
vans123
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Re: Report Import/Export bugs here

Post by vans123 »

@oleg Vehicle_mesh, thats my adapt
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

Gta5 textures are always tiled (wrapped). the following image is a texture tiling on vehicle_mesh.
gta5_texture_tiling_only.jpg
note, most of gta shaders do not support "Tile U, Tile V" option that you can set up in ZModeler, you have to do this by resizing the UV Mapping charts in UV Mapper. Only some of paint* shaders support tiling of second texture layer.
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