Component Moved to export

SCS Software ATS and ETS2 editing using ZModeler3 filter. Models, Materials, Animation.

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Harald-RS
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Component Moved to export

Post by Harald-RS »

Hello Oleg, I have the following problem.

I'm in the process of customizing my interior so that I have different look variants.

And my problem is that everything looks OK in Z-Mod 3, see photo 1.

But after exporting, it looks like this in the game, see photo 2.

Pictures 1:
Screenshot 2024-10-31 063836.png
Pictures 2:
ets2_20241031_064217_00.png
See the white line

Furthermore, I also noticed that when you import the extracted component again, Z-Mod does not use the set "Default" variant in this case but takes all other variants from the Z-3D file.
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Harald
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Oleg
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Re: Component Moved to export

Post by Oleg »

check properties of the root dummy node (model_ebrake) and the base of hierarchy (basic). In particular, position should be at 0,0,0 and scale should be 1,1,1.

regarding the "default" variant more details needed. what was you variants setup in original scene, and what do you get on re-import. I'm not quite sure on what exactly are you trying to do - you have a scene with some variants and need an imported model to share these variants? a set of screenshots might be helpful to get to the point.
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Harald-RS
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Re: Component Moved to export

Post by Harald-RS »

Here are the Screenshot from the selected part was the Problem is.
Screenshot 2024-11-01 080209.png
I did not select any of the variants above but marked the node as default.

But when re-importing this component, all of the variants above are in the 3D model and the default part node is no longer marked as default.
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Re: Component Moved to export

Post by Oleg »

part converted to compound with no variants (appears in bold with "Default" variant on it) is equivalent to part not being configured as compound at all.
If you want some part to be a "Default" variant an another (replacement of this part) to be an "Exclusive" variant (or some configuration like this), you should create the "Default" state explicitly and assign this state onto a compound part.

hope I got the issue right.
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Harald-RS
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Re: Component Moved to export

Post by Harald-RS »

This is how it should look, or rather how it looks after editing.

The problem is that it is smaller in the game than in the model in the z3d file.
Screenshot 2024-11-01 171534.png
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Re: Component Moved to export

Post by Oleg »

make sure the Scale on topmost dummy node and the bold (compound) part are all set to 1.0 in properties.
Also, this looks like an addon/upgrade component. Open your vehicle's interior model and make sure the dummy node for mounting this part has also 1.0 scale on all axes.

ohh, and the geometry parts must have 1.0 scale too.
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Re: Component Moved to export

Post by Harald-RS »

Now comes a stupid question.

And where do I set it?

Before, I always just had to eliminate and set the dummy to size 0.500.
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Re: Component Moved to export

Post by Oleg »

select an object you need to deal with, open Properties page. There you can find "Transformation" -> "Scale". Type there 1.0 for X, Y and Z, press Apply.
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Re: Component Moved to export

Post by Harald-RS »

You mean this one?
Screenshot 2024-11-02 230901.png
Yes and all nodes are set up like this.
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Re: Component Moved to export

Post by Oleg »

yes, this should be this way on every single step up in a hierarchy. the mounting point of upgrade, it's parent, ..., root node, and export-file dummy root.

then repeat checking this on the upgrade scene: the geometry object, it's parent, ...., root.

the misalignment or scaling difference (in game / in ZModeler) is a non-uniform scale value being set somewhere on the hierarchy, you just need to find where it is.
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