ZModeler v2.2.6 (08 November 2011)

ZModeler2-related discussion. General questions, howto, etc.

Moderator: Oleg

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Re: ZModeler v2.2.6 (08 November 2011)

Post by Guest »

[quote="Oleg"]it will be ok in zmodeler3.[/quote]

So it can't be fixed in Zmod2? :(
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Oleg
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Re: ZModeler v2.2.6 (08 November 2011)

Post by Oleg »

I just don't want to mess with zmod2.
unit

Re: ZModeler v2.2.6 (08 November 2011)

Post by unit »

добавте пожалуйста функцию запеси изменений и в случие чего что б можно было вернуть обратно если в игре есть проблеммы
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Re: ZModeler v2.2.6 (08 November 2011)

Post by Oleg »

create backup files; use autosave;
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Re: ZModeler v2.2.6 (08 November 2011)

Post by Tomek »

Hi Oleg.
I know that You won't implement handling about Omni lights in models of GTA San Andreas, but
is possible to save model with information, that there is some light?
When I'm importing GTA SA DFF with omni, there is object like: lamppost.dff/lamppost/Omni.
When I export and import this file, there is not (lamppost.dff/lamppost).
It would be useful to save this information, that this omni exist in some place in the model.
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Re: ZModeler v2.2.6 (08 November 2011)

Post by r636eos »

Hello Oleg.

I'm having a problem in importing the PMG files. I tested with the German Truck Simulator - Austria Edition and 18 Wheels of Steel: American Long Haul. The program simply displays a message that stopped working. However, when care PMG without specific a base folder, it imports normally. I use Windows 7 Ultimate 32 bits. What can this be? :shock:
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Re: ZModeler v2.2.6 (08 November 2011)

Post by Reinhard »

I have done several imports with that version of GTS, using Zmodeler 2.2.6, without any problem.
r636eos wrote:However, when care PMG without specific a base folder, it imports normally.
Did you extract the whole GTS base.scs to that base folder?
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Re: ZModeler v2.2.6 (08 November 2011)

Post by Oleg »

I suspect you should specify version explicitly when you import a pmg file. Also, it's a must to specify "extracted base.scs" location; it could lead to empty folder if you like.

you can try to remove .pmc and/or .pmd file, so filter will load geometry only.

P.S. I don't have and never had ALH game installed, so I never tested it.
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Re: ZModeler v2.2.6 (08 November 2011)

Post by r636eos »

Reinhard wrote:I have done several imports with that version of GTS, using Zmodeler 2.2.6, without any problem.
r636eos wrote:However, when care PMG without specific a base folder, it imports normally.
Did you extract the whole GTS base.scs to that base folder?
Yes, I extracted the GTS base.scs own folder where the game is installed.
The same thing happens with the ALH.
Oleg wrote:I suspect you should specify version explicitly when you import a pmg file. Also, it's a must to specify "extracted base.scs" location; it could lead to empty folder if you like.

you can try to remove .pmc and/or .pmd file, so filter will load geometry only.

P.S. I don't have and never had ALH game installed, so I never tested it.
I also did this test, importing only the PMG and he usually matter.
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Re: ZModeler v2.2.6 (08 November 2011)

Post by Oleg »

if this PMF file imports ok when you specify "wrong" base folder or do not specify it at all, then the problem is either in MAT, TOBJ or texture file that filter tries to load.

if so, you can try to locate a problematic MAT/TOBJ/Texture file yourself.

1. open .pmd file with notepad to see a path and names of all MAT files used by your model; write down all of them (some could be referred there several times). You'll get a list of path and names like this: "\automat\e4\af03ef.mat"

2. then you can rename all of them like that: af03ef.mat -> _af03ef.mat in extracted base.scs folder;

3. specify base folder properly and import a model. it will fail to load materials, but should still load geometry;
4. rename files from your list back to normal one by one and keep importing. Once you get a hangup on import, the last file you've renamed is invalid. you can post it here if you like, or rename it back and go on with others.
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Re: ZModeler v2.2.6 (08 November 2011)

Post by r636eos »

Ok, I'll take the test and then come back to post it here. For now, thanks for the help and all who are helping :D

Edit:

Oleg, I found the solution. It's kind of tricky, but it works. I edited the .MAT file list in .PMD file and now he cared just right :mrgreen:

Edit 2:

Oleg was a more unusual here. I open a saved z3d had appeared here and this:

ZModeler is ready.
Missing serializeable for services::CTexturesService
Missing interface for ID 135

The button of textures browser disappeared. And how do I fix this?
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Tado Hamann™
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Re: ZModeler v2.2.6 (08 November 2011)

Post by Tado Hamann™ »

Hello, please can anyone help me with this problem ? If I use a texture to "circle" surface this happen :
*- I'm used "Generate new UV map" and I don't know how to fix it. :|
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Re: ZModeler v2.2.6 (08 November 2011)

Post by Oleg »

unfortunally, you can not uv-map entire tire tread in a single run. You can map just patches of treads one by one. Or map a single fragment (the one that looks ok), detach a copy, rotate, copy, rotate... then attach things together, but do not weld vertices..
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Re: ZModeler v2.2.6 (08 November 2011)

Post by Chasez »

Oleg, I can't post anything on Zm3 forum. there's no post reply button.
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Reinhard
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Re: ZModeler v2.2.6 (08 November 2011)

Post by Reinhard »

Browser-related, perhaps?

I have this button, with Opera 12.0. At the usual place, top left above of first posting.
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Re: ZModeler v2.2.6 (08 November 2011)

Post by Oleg »

Chasez wrote:Oleg, I can't post anything on Zm3 forum. there's no post reply button.
You need to attach your forum username to your ZModeler3 account. Then you'll gain full access to ZModeler3 forum section. Unless you do it, you are in read-only mode there.
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Tado Hamann™
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Re: ZModeler v2.2.6 (08 November 2011)

Post by Tado Hamann™ »

Hello again. :roll:
... I'm working with zModeler 2.2.6 (992), then I close it and I don't know how but this happen (every part have any wireframe color ), I want only one color for all parts, help.

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Re: ZModeler v2.2.6 (08 November 2011)

Post by Oleg »

options\settings\general\views\meshes -> disable "per object wire color".
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Tado Hamann™
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Re: ZModeler v2.2.6 (08 November 2011)

Post by Tado Hamann™ »

Oleg wrote:options\settings\general\views\meshes -> disable "per object wire color".
Thank you, Oleg!
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Re: ZModeler v2.2.6 (08 November 2011)

Post by rafaprebianca »

I've tried to export thousands of possible ways, with various versions of the program, but when exporting to GTAIV, always crashes the program.

This may be virtual memory?
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Re: ZModeler v2.2.6 (08 November 2011)

Post by Tado Hamann™ »

Hello, I have question.
I have a texture of grille for bumpers, I used texture, but how to use NRM texture, i tried MultiplyAdd and other, bit it isn't working. Preview of my NRM:
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Re: ZModeler v2.2.6 (08 November 2011)

Post by Oleg »

zmodeler2 does not support bump/normal texture maps. These should be applied as "DotProduct3" and layer should be Disabled. An exported model (I assume we are talking about TDU?) will have BUMP-map for "DotProduct3" textures and will have Normal-map if you specify NRM (or like this, I don't remember the actual keyword) option name in material name.
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Re: ZModeler v2.2.6 (08 November 2011)

Post by Tado Hamann™ »

Oleg wrote:zmodeler2 does not support bump/normal texture maps. These should be applied as "DotProduct3" and layer should be Disabled. An exported model (I assume we are talking about TDU?) will have BUMP-map for "DotProduct3" textures and will have Normal-map if you specify NRM (or like this, I don't remember the actual keyword) option name in material name.
No, this NRM is from Forza Horizon, but I tried too DotProduct3, but the texture will dark (black), and nothing is seen. (it's correctly maped).
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Re: ZModeler v2.2.6 (08 November 2011)

Post by Oleg »

so the other question follows: what for are you trying to apply this normal map? are you going to export your model into some game or just want to see it properly shaded in 3D view?

Zmodeler2 will not let you see bump/normal map in 3d view, it just can't do that.
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Re: ZModeler v2.2.6 (08 November 2011)

Post by Tado Hamann™ »

Ou, only in 3D view.
I using primary texture > Clean texture > Only gray color
And I want this NRM as secondary.
So is there any way to prepare this texture? (e.g. photoshop etc.)
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