Report Import/Export bugs here
Re: Report Import/Export bugs here
if i'm not mistaken, strength of emission on vehicle_lightsemissive shader is affected by texture's alpha channel. your texture has white alpha probably. you can paint/mask it so the emissive light is not that uniform and have brighter spots at lights-bulb positions and fade a little to the outer edges of taillights. this is a 2D work in Photoshop or other texture-editing tool, not actually related to ZM.
Re: Report Import/Export bugs here
@Oleg
Could you check my IV to V convert? I did everything like in your video tutorials, with proper additional infos in dummies and collisions. Few objects aren't shown and car doesn't react when I shoot. Collisions are from GTA IV matched to V ID materials.
Vehicle files:
https://dl.dropboxusercontent.com/u/868 ... her_hi.yft
https://dl.dropboxusercontent.com/u/868 ... ancher.yft
Could you check my IV to V convert? I did everything like in your video tutorials, with proper additional infos in dummies and collisions. Few objects aren't shown and car doesn't react when I shoot. Collisions are from GTA IV matched to V ID materials.
Vehicle files:
https://dl.dropboxusercontent.com/u/868 ... her_hi.yft
https://dl.dropboxusercontent.com/u/868 ... ancher.yft
Re: Report Import/Export bugs here
calculate normals on COL objects, these are used in hit-detection computation routines.]
also, "missing" collision can be caused by just ONE bad COL object. give a quick try on series of test by removing parts and testing in game. start with chassis + wheels + parts that have no collision, then add parts (with collisions) one by one and test an export in game. I suspect "window" collisions are inaccurate, way too tiny.
also, "missing" collision can be caused by just ONE bad COL object. give a quick try on series of test by removing parts and testing in game. start with chassis + wheels + parts that have no collision, then add parts (with collisions) one by one and test an export in game. I suspect "window" collisions are inaccurate, way too tiny.
Re: Report Import/Export bugs here
Most of bugs are fixed right now, only boot and right-front window isn't working.
Re: Report Import/Export bugs here
i always take original gta5 collisions and resize them (polygons) to vehicle proportions, and they always work fine_cp_ wrote:Most of bugs are fixed right now, only boot and right-front window isn't working.
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Re: Report Import/Export bugs here
I was having some shadow related issues that I opened a post about here:
viewtopic.php?f=31&t=8237&p=45678
After some experimentation described in the above mentioned thread (at this specific point: viewtopic.php?f=31&t=8237&p=45678#p45678), I determined that the shadow artifacts are resulting from Zmodeller's import export process (basically I imported the original model into zmodeller and exported it back without modifying it - the exported model was causing the artifacts). Since I've already got an entire other thread opened about it, I'm not going to into depth about it here but I thought I'd mention it as it is an import/export bug.
viewtopic.php?f=31&t=8237&p=45678
After some experimentation described in the above mentioned thread (at this specific point: viewtopic.php?f=31&t=8237&p=45678#p45678), I determined that the shadow artifacts are resulting from Zmodeller's import export process (basically I imported the original model into zmodeller and exported it back without modifying it - the exported model was causing the artifacts). Since I've already got an entire other thread opened about it, I'm not going to into depth about it here but I thought I'd mention it as it is an import/export bug.
Re: Report Import/Export bugs here
@Oleg, i just figured out that thing with alpha in the texture for the lights. so when i paint alpha to white, it has full opacity in game. when i change this to gray or black its only reduce the opacity of the light. it still bright in game...
Re: Report Import/Export bugs here
try the same with black specular texture map. just to find out what affects brightness the most. may be it is a post-processing bloom effect causing brightness to be high.
Re: Report Import/Export bugs here
Hello, i have problem : When i tint my windows my lights tint too . How I can repair it?
I'm working on McLaren F1 so stay tuned!
Re: Report Import/Export bugs here
just use badge material on lights
Re: Report Import/Export bugs here
LOLKamel wrote:just use badge material on lights
Re: Report Import/Export bugs here
Hey guys
I can't open some .ytf files with my zmodeler3. I have turned off my antivirus, I run zmodeler3 in administrator mode and I have a license.
Some .ytf files open some don't. That realy sucks.
I want to open the .ytf files of this mod especialy: https://de.gta5-mods.com/vehicles/2015- ... tuning-set (use the big green "Herunterladen" button to download)
But the .ytf files of this mods won't open either:
http://www.gtainside.com/en/gta5/cars/8 ... lace-v2-5/
Can somebody help me?
I can't open some .ytf files with my zmodeler3. I have turned off my antivirus, I run zmodeler3 in administrator mode and I have a license.
Some .ytf files open some don't. That realy sucks.
I want to open the .ytf files of this mod especialy: https://de.gta5-mods.com/vehicles/2015- ... tuning-set (use the big green "Herunterladen" button to download)
But the .ytf files of this mods won't open either:
http://www.gtainside.com/en/gta5/cars/8 ... lace-v2-5/
Can somebody help me?
Re: Report Import/Export bugs here
You can't open this car , because model is lock .
I'm working on McLaren F1 so stay tuned!
Re: Report Import/Export bugs here
is it possible to change that?
Re: Report Import/Export bugs here
No, if it locked it can't possible to open it with Zmod
I'm working on McLaren F1 so stay tuned!
Re: Report Import/Export bugs here
Bug: when i have a compound that contains a group, and when i move materials, it fucks all the materials and textures on that compound with group.
Re: Report Import/Export bugs here
bug confirmed.
the fix is available for download. the fix is inaccurate, but should resolve the particular issue. Better fix (including other affected scenarios and tools) will be shipped with next update, as my version of ZModeler is higher than the one available.
the fix is available for download. the fix is inaccurate, but should resolve the particular issue. Better fix (including other affected scenarios and tools) will be shipped with next update, as my version of ZModeler is higher than the one available.
Re: Report Import/Export bugs here
I have a shitty problem: My mesh texture has gold color when i watch my car from far.
I'm working on McLaren F1 so stay tuned!
Re: Report Import/Export bugs here
try different textures set on your material. just to find out whether this is material problem or particular texture problem.
Re: Report Import/Export bugs here
Question about mirror reflection. i know already how to make mirror reflection with pivot and "normal project". But how to make them smooth and with fisheye effect? See screenshots. On the 1st screenshot is my mirror reflection, and on the second from another mod:
On material i use black on detail, blank_normal on bump and white on specmap. Diffuse color is also black.
I also tried to place the pivot on different positions, but its still all the same.
On material i use black on detail, blank_normal on bump and white on specmap. Diffuse color is also black.
I also tried to place the pivot on different positions, but its still all the same.
Re: Report Import/Export bugs here
the fish-eye mirror mesh has vertices on entire surface/grid, while yours has probably on outer border only. using a grid-mesh as mirror can give advantage on normals tuning. you can project some of them from one point and outer border normals from a different, closer point. reflection is applied according to normals direction on vertices, so changing normals is the only way to make reflection appear in a different way.
Re: Report Import/Export bugs here
uploaded an extended fix. it will work fine with other tools like modify/[Move, rotate, scale] and display/local axes/[*] too, including correct undo/redo for this scenario:Oleg wrote:bug confirmed.
the fix is available for download. the fix is inaccurate, but should resolve the particular issue. Better fix (including other affected scenarios and tools) will be shipped with next update, as my version of ZModeler is higher than the one available.
group of meshes is assigned as compound node's state.
Re: Report Import/Export bugs here
Hi Oleg! Can you fix this bug :Unknown object name " misc_g". Using random ID: it might not work correctly in game script.Oleg wrote:uploaded an extended fix. it will work fine with other tools like modify/[Move, rotate, scale] and display/local axes/[*] too, including correct undo/redo for this scenario:Oleg wrote:bug confirmed.
the fix is available for download. the fix is inaccurate, but should resolve the particular issue. Better fix (including other affected scenarios and tools) will be shipped with next update, as my version of ZModeler is higher than the one available.
group of meshes is assigned as compound node's state.
many misc part was added in the january2016 dlc, for example this misc uses in sultranrs, updated misc list:
- misc_a
misc_b
misc_c
misc_d
misc_e
misc_f
misc_g
misc_h
misc_i
misc_j
misc_k
misc_l
misc_m
misc_n
misc_o
misc_p
misc_q
Re: Report Import/Export bugs here
you can import a model file that uses these part names, then restart ZM. from that moment on, it will "know" IDs for these names and warning will not appear.
Re: Report Import/Export bugs here
ok, thanks for quick replyOleg wrote:you can import a model file that uses these part names, then restart ZM. from that moment on, it will "know" IDs for these names and warning will not appear.