ZModeler3 suggestions/wishes
Moderator: Oleg
I'd like to see an option to detach objects while in UV mapper. I mean, I select a few polygons in the mapper, and they would get detached from the object - not only in the mapper.
also, a "ruler" tool for polymodeling - you set 2 verts, and those would set a "minimum" and "maximum" height on the plane you are using. Also, a "create-poly-circle" tool would be nice. You set the first vert, then a second one, and all the rest would "come" out of the first one, with the same distance.
also, a "ruler" tool for polymodeling - you set 2 verts, and those would set a "minimum" and "maximum" height on the plane you are using. Also, a "create-poly-circle" tool would be nice. You set the first vert, then a second one, and all the rest would "come" out of the first one, with the same distance.
- Chong McBong
- Posts: 7
- Joined: Fri Sep 04, 2009 12:26 pm
- Location: North-East UK
- Contact:
i would just like to say, "i love zmodeler as it is", thanks Oleg 
the GUI is ok, i like its simplicity and speed of loading, plus i still use windows 98 style theme on all my pcs as its so much quicker, so zmod matches nicely..
i did see talk of a new icon, but i like the orange and purple, it stands out amongst everything else, and i have made purple and orange DFF icons, so i can see whats what...
im not saying you shouldn't change anything, but its pretty good at the moment, it just needs a few more features...
for zmod 3, i would like some bugs fixed, and proper dual monitor support (its extra-wobbly at the moment)
also, the ability to rotate blueprints using the "Image>Edit layout" menu would be a really nice addition.
i saw a mention of removing "Selected Mode" on the previous page - how would that work? selected mode is a very useful tool, but i suppose an option to remember a selection of points would be better, so selected mode could be removed...
basically, as long as i can use all my shortcut keys, its all good
(believe me, i have LOTS of shortcut keys, i play zMod like a crazy organ late at night when i am building something...)

the GUI is ok, i like its simplicity and speed of loading, plus i still use windows 98 style theme on all my pcs as its so much quicker, so zmod matches nicely..
i did see talk of a new icon, but i like the orange and purple, it stands out amongst everything else, and i have made purple and orange DFF icons, so i can see whats what...
im not saying you shouldn't change anything, but its pretty good at the moment, it just needs a few more features...
for zmod 3, i would like some bugs fixed, and proper dual monitor support (its extra-wobbly at the moment)
also, the ability to rotate blueprints using the "Image>Edit layout" menu would be a really nice addition.
i saw a mention of removing "Selected Mode" on the previous page - how would that work? selected mode is a very useful tool, but i suppose an option to remember a selection of points would be better, so selected mode could be removed...
basically, as long as i can use all my shortcut keys, its all good

(believe me, i have LOTS of shortcut keys, i play zMod like a crazy organ late at night when i am building something...)
I think "selected mode" will work like current "auto" "selected mode". or like in most of 3d modelling app. you click and drag to select something (with right mouse button as usual) and you don't need to enable "selected mode" button - if you have something selected, you click on selected item for an operation, the operation will apply to all selected items. if you click on non-selected item, selection will discard and the item you've clicked on will become a target for an operation.
currently, "auto" "selected mode" deals with left moust button and have certain limitations in this uproach. For example, it stuck when you try to Create\Surface\Strip in this mode.
I can't say it's a final consideraion, I'll make it work this way and check whether it gives a better workflow actually.
currently, "auto" "selected mode" deals with left moust button and have certain limitations in this uproach. For example, it stuck when you try to Create\Surface\Strip in this mode.
I can't say it's a final consideraion, I'll make it work this way and check whether it gives a better workflow actually.
is it possible to export ovl. file from rollercoaster tycon 3
I found on internet many tutorials how to import in game model from max but I dont want to play game, I want to create fast in game model and then export to z moderer or 3ds max do little modifications and do nice render it is much faster then draw whole coaster
Can anybody help me to export these models ?
tnx
I found on internet many tutorials how to import in game model from max but I dont want to play game, I want to create fast in game model and then export to z moderer or 3ds max do little modifications and do nice render it is much faster then draw whole coaster

Can anybody help me to export these models ?
tnx
- Cessna tomtom
- Posts: 31
- Joined: Tue Jan 12, 2010 2:56 pm
Small suggestion for Zmod3 or even for Zmod2 update (would be much appreciated). Could you make an option to move materials up or down? it's very annoying to create a new material at the end of the materials editor just because the vehglass material (for example) is at the top of the list and as you know the best position for it is in the bottom of that list.
- Chong McBong
- Posts: 7
- Joined: Fri Sep 04, 2009 12:26 pm
- Location: North-East UK
- Contact:
it would also be very useful to have a similar function for moving things up and down in the hierarchy, as zmod often just drops them to the bottom and makes them vanish when they are moved....Oleg wrote:sure.
some buttons at the bottom of the hierarchy would be most useful

the materials movement buttons would also be useful, as zmod seems to mix up materials and textures if a material is deleted from near the top of the list.. everything below it takes on wrong materials properties, and it takes so long to set them all up again

Another usability request: The auto-expand feature for the group folders of the scene node browser is very handy, when dragging items. But sometimes, I'm too slow, and folders open I don't want to. Which is quite confusing.
It would be nice if the timeout, for triggering this, could be an option in the settings. For lamos like me. Or did I just miss it, and it is all there?
It would be nice if the timeout, for triggering this, could be an option in the settings. For lamos like me. Or did I just miss it, and it is all there?
komy88 wrote:is it possible to export ovl. file from rollercoaster tycon 3
I found on internet many tutorials how to import in game model from max but I dont want to play game, I want to create fast in game model and then export to z moderer or 3ds max do little modifications and do nice render it is much faster then draw whole coaster![]()
Can anybody help me to export these models ?
tnx


- Cessna tomtom
- Posts: 31
- Joined: Tue Jan 12, 2010 2:56 pm
- Chong McBong
- Posts: 7
- Joined: Fri Sep 04, 2009 12:26 pm
- Location: North-East UK
- Contact:
that sounds like a good additionOleg wrote:Reinhard, tree control (objects browser) was completely re-written. it will be very different. concerning your request: auto-expand while dragging will only occure if you hover mouse over "+" sign, otherwise, nothing will happen.

will our zMod 2 licence transfer over to zMod3, or do we need to buy that separately?
also, how much is it going to be?
also, if you need any help beta testing 3, i would be happy to help
