Report Import/Export bugs here

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

Post by Oleg »

take a look at UV mapping layout of original vehicle mirrors (probably UV#1 is more important than UV#2), then make the same UV layout for your mirrors. Reflection is either evaluated from UV layout, or form per-vertex normal directions, I don't know which one.
gosuke
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Re: Report Import/Export bugs here

Post by gosuke »

Export issue.
When I import my model(.yft) with "slice to parts" turned off and export it, exported model is broken. It seems to lose weight map. My model have a lot of vertex(over 64k). When the total of the vertex is over 64k, model is broken.
Here is test file.
http://arikai.com/gta5/files/test1.zip
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Mister Brooks
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Re: Report Import/Export bugs here

Post by Mister Brooks »

Oleg wrote:.
thanks i fix it
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Mister Brooks
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Re: Report Import/Export bugs here

Post by Mister Brooks »

@Oleg, i have problem with uv mapping, look

Image

i've disable mesh surface but same :roll:
baba0rum
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Re: Report Import/Export bugs here

Post by baba0rum »

Mister Brooks wrote:@Oleg, i have problem with uv mapping, look

Image

i've disable mesh surface but same :roll:
This will help me too, i wanted to do a template for the barracuda :(
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

@Mister Brooks, looks like you have already messed UV with a previous attempt with "Continuous mesh surface" toggled. Once you did this, re-generating UV with this option toggled off will not solve the problem.
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Mister Brooks
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Re: Report Import/Export bugs here

Post by Mister Brooks »

i fixed it,
how ? :D
press vertex and select this points of mesh in uv mapper and up it to beside part, but that is hard
baba0rum
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Re: Report Import/Export bugs here

Post by baba0rum »

Oleg wrote:@Mister Brooks, looks like you have already messed UV with a previous attempt with "Continuous mesh surface" toggled. Once you did this, re-generating UV with this option toggled off will not solve the problem.
It was that simple... Got it working thanks!
vans123
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Re: Report Import/Export bugs here

Post by vans123 »

@Oleg how to do suicide door opening style? i mean have seen people do scissor style, do i just move the dummy and rotate it?
Something like this:
Image
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

I guess local axes should be moved and rotated, so the default opening/rotating axis "Y" is pointing a correct direction. Then assign correct rotation limiters for RotY in properties. You might need to negate ranges, so it opens properly. For example, range 0, 70 will become -70, 0.
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Mister Brooks
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Re: Report Import/Export bugs here

Post by Mister Brooks »

baba0rum wrote:
Oleg wrote:@Mister Brooks, looks like you have already messed UV with a previous attempt with "Continuous mesh surface" toggled. Once you did this, re-generating UV with this option toggled off will not solve the problem.
It was that simple... Got it working thanks!
how you fix it ??
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Mister Brooks
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Re: Report Import/Export bugs here

Post by Mister Brooks »

@Oleg, i have problem with color vertex
i create glass and i want color it but show this msg in messaging bar (extra_glass node has no color in vertex format)
how fix it ?

Edited : I fix it, thanks
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Mister Brooks
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Re: Report Import/Export bugs here

Post by Mister Brooks »

@Oleg, help fast please, how convert any part in uv mapper to polygons selection in other box (back,front,top)

Image
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

hmm, nope, you should not do it. When you edit uv-mapping for an object, you should not touch the object itself. If you change it's topology (mesh) you will get uv-mapping objects (those seen in uv mapper) disabled and inactive. Technically, you should do required mesh changes before you do UV mapping. if you need to slice or detach parts, do it before mapping.
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Mister Brooks
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Re: Report Import/Export bugs here

Post by Mister Brooks »

you not understand why i want select this,
i work maybe 5 hours to generate new uv mapper again to my car because this problem

Image

after finish and create texture in photoshop, i see this shit prb again look,

Image

:x :x :x :x :x Five hours gone in the wind

i generate left and right and top and back and front like this

Image

with this settings (look, i disable this shit mesh surface)

Image

but when select polygons again and select uv mapper with (keep old mapping) (disable mesh surface) to see parts in uv mapper, i find this problem

Image

:cry: :cry: :cry: :cry: :cry:

help me @Oleg, tell me how fix this
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

@Mister Brooks, I can not reproduce this on my test objects.

send me a .z3d in PM with this state saved:
http://s5.postimg.org/mrnzsqpnb/uvmappart.png

and tell step by step what you do to get this from that state:
http://s5.postimg.org/isqs9x107/uvmapprb.png
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Gta5KoRn
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Re: Report Import/Export bugs here

Post by Gta5KoRn »

why when i import OBJ files and when i delete some objects, i save the project and after reopening they still there? Sometimes they are deleted sometimes not.... :/
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Gta5KoRn
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Re: Report Import/Export bugs here

Post by Gta5KoRn »

and another problem, when i attach one of objects from OBJ files to one of Gta5 objects, this OBJ-object turns completely black and is "flipped". And editing of the textures has no effect, it stills black...
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

these have probably different axes orientation. apply Modify\Flip to this Obj before attaching.

Technically, this reveals a problem in the object you are attaching it to. I would recommend to fix axes on the target of attach, as Obj always comes with correct world-aligned axes.
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Gta5KoRn
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Re: Report Import/Export bugs here

Post by Gta5KoRn »

how can i fix axes?
btw the object turns black when i use option "copy local axes from one node to another" from GTa5 dummy (chassis dummy for example) to the OBJ object (without any attaching)
baba0rum
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Re: Report Import/Export bugs here

Post by baba0rum »

Hello, i got a new problem.

In zmodeler my wheels are correctly placed, but ingame they are way too much high (but they work as they should) how i can fix this ?
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Gta5KoRn
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Re: Report Import/Export bugs here

Post by Gta5KoRn »

baba0rum wrote:Hello, i got a new problem.

In zmodeler my wheels are correctly placed, but ingame they are way too much high (but they work as they should) how i can fix this ?
Wheel COL's are probably on a wrong place. Check them
gosuke
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Re: Report Import/Export bugs here

Post by gosuke »

gosuke wrote:Export issue.
When I import my model(.yft) with "slice to parts" turned off and export it, exported model is broken. It seems to lose weight map. My model have a lot of vertex(over 64k). When the total of the vertex is over 64k, model is broken.
Here is test file.
http://arikai.com/gta5/files/test1.zip
any soulution ?

After 3.1.1 update same issue happened to original model file too. I tested some bike model(hakuchou,akuma,daemon). When I spawn the model, game is crash or the model is only wheels. When I import the model into zmodeler, zmodeler say "out of memory" or mesh disappear.
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Oleg
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Re: Report Import/Export bugs here

Post by Oleg »

will check it this evening.
_cp_
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Re: Report Import/Export bugs here

Post by _cp_ »

Any progress with mirror_decal shader?
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