TR20 Опубликовано 21 ноября, 2024 Жалоба Опубликовано 21 ноября, 2024 Hello everybody. I weren't able to find any forum for converting cars with Zmodeler 2 to GTA IV. So am asking here for help and advices. I normally convert cars to GTA 5 from GTA SA. Right now I want to convert my first car for GTA IV which is actually from GTA SA. Zmodeler 2 is very different compared to Zmodeler 3. My questions would be these: What are the differences between modelling a car for GTA 5 and for GTA 4? How does my hierarchy look like? I know that you can't compound them, so we need at least L0 and L1. Do I have to create dummies like in Zmodeler 3 for GTA 5? I saw a Brazilian Video, where the guy imports a GTA 4 original car like for example merit.wft and puts the parts of his car into the specific hierarchy (bonnet, boot etc.). Is this how it works with GTA 4 cars? Simply drop your 3d model into the vanilla car of GTA 4? Does the game detect them and their collisions? Can I rename a part to a different name, like enginebay and put my enginebay_L0 and enginebay_L1 there, because if I attach it with the rest of the car, the model gets destroyed by having black spikes? What about Wheels, Lights IDs, breakable windows etc.? The other thing is, how can I set/rename the materials into it's proper Thing Likem, PAINT 1 and So on. There's also the problem with the car (Collis and other things) I have to be watched a Brazilian video and I guess that imported a GTA 4 car e.g. merit.w hast and the parts of the converting the vehicle to the proper hierarchy. I hope I can find here the help I am looking for and bring GTA 4 back to life with new cars. Заголовок спойлера
NeedForSpeed Опубликовано 21 ноября, 2024 Жалоба Опубликовано 21 ноября, 2024 @TR20 I don't know much about IV modding, but this site has a lot of talented modders/converters. You can also watch this article: https://gta.com.ua/forum/index.php?app=forums&module=forums&controller=topic&id=3585
Бублiк Опубликовано 21 ноября, 2024 Жалоба Опубликовано 21 ноября, 2024 (изменено) @TR20 I didn't have time to reply to your PM yesterday)) Okay.. 11 часов назад, TR20 сказал: What are the differences between modelling a car for GTA 5 and for GTA 4? How does my hierarchy look like? I know that you can't compound them, so we need at least L0 and L1. Do I have to create dummies like in Zmodeler 3 for GTA 5? I saw a Brazilian Video, where the guy imports a GTA 4 original car like for example merit.wft and puts the parts of his car into the specific hierarchy (bonnet, boot etc.). Is this how it works with GTA 4 cars? Simply drop your 3d model into the vanilla car of GTA 4? Does the game detect them and their collisions? Of course, there are differences, but there are very few fundamental ones. Basically, the principles are much simpler than in 5. It is a very useful practice to import a vanilla game model of the same type as yours into the scene with your model. So you will have the best understanding of the hierarchy of the game model. You will also be able to take from there collisions [COLs] already configured with proper IDs and simply adjust their shape to the dimensions of your car - this is the best and reliable option. You will also receive a set of all the materials you need with all the settings. Then you can simply copy these materials as much as you need for your model. Just use the OpenIV to open the game archive "vehicle.img" and get from there the reference car model (.wft) and textures for it (open .wtd and extract all as .DDS), as well as general textures from the vehshare.wtd archive (it's better to extract it into a separate folder for use with all future models). Then first add all received textures to the Texture Browser of your .z3d scene, and then import the .wft model itself. 11 часов назад, TR20 сказал: Can I rename a part to a different name, like enginebay and put my enginebay_L0 and enginebay_L1 there, because if I attach it with the rest of the car, the model gets destroyed by having black spikes? Yep, you can rename custom parts as you wish. But it is better to observe certain restrictions. For example, use only letters of the English alphabet, and do not have spaces in the name of meshes, materials and textures. The exception is the [COL] application for collision parts. As I already informed you, Zmodeler2 has a limit on the amount of polygons per object - that's why you have a mesh destruction problem. 11 часов назад, TR20 сказал: What about Wheels, Lights IDs, breakable windows etc.? The other thing is, how can I set/rename the materials into it's proper Thing Likem, PAINT 1 and So on. It all becomes simple and straightforward once you import the sample vanilla model into your scene. Then you can replace the details of your car in the hierarchy of the vanilla model. Изменено 21 ноября, 2024 пользователем Бублiк 1 1
TR20 Опубликовано 21 ноября, 2024 Жалоба Опубликовано 21 ноября, 2024 (изменено) @Бублiк Hey thanks a lot for the reply. I made progress and created my hierarchy so far (you can look at the pictures below). I detached the necessary parts for GTA 4 and renamed them as "xy_L0". But there is one thing, which I never solved (neither in Zmodeler 3 or Zmodeler2): as you see in the last picture I mirrored the front right wheel to the proper GTA 4 side, left front. But when I did this, the textures of the wheel became black. Up till now I never were able to solve this. I tried with flipping but it's still black. Now after am finished with those detach things, what should I do next? I have to rename the materials to lightsemmissive, interior, PAINT 1 and so on. It's far easier in Zmodeler 3, because you don't need to name them there. Which textures do you guys use? Afaik first one is the 3D texture and the 3rd one vehiclesenvmap I think. Afterwards how do I proceed? Importing the vanilla car model (in this case merit.wft) and drag my parts into its premade hierarchy? What would you recommend me to do? It almost looks like I am halfway through and it's like Zmodeler 3. EDIT: I am having this problem, that the bodyshell uses a material, that has no texture. What can I do? It's more likely parts of the engine. Can I leave it without a texture and having the colour instead or assign a texture and rename it to something like mesh or interior2? Look for the last picture. Изменено 22 ноября, 2024 пользователем TR20
Бублiк Опубликовано 22 ноября, 2024 Жалоба Опубликовано 22 ноября, 2024 (изменено) 4 часа назад, TR20 сказал: But there is one thing, which I never solved (neither in Zmodeler 3 or Zmodeler2): as you see in the last picture I mirrored the front right wheel to the proper GTA 4 side, left front. But when I did this, the textures of the wheel became black. Up till now I never were able to solve this. I tried with flipping but it's still black. Select a wheel - Switch to Polygon mode - select all polygons - turn on SELECTED MODE - use command "modify -- flip" BUT!!!! there is no need to mirroring any of wheels. Its enough only one front right wheel, all other wheel meshes will be duplicated automatycaly. Again, you will see how it works clearly after importing the reference model. 4 часа назад, TR20 сказал: Afterwards how do I proceed? Importing the vanilla car model (in this case merit.wft) and drag my parts into its premade hierarchy? What would you recommend me to do? And yes again)))) It will make alot of things easier. 4 часа назад, TR20 сказал: I am having this problem, that the bodyshell uses a material, that has no texture. What can I do? Can I delete it or assign a texture and rename it to something like mesh or interior2? Technically, you can add all the necessary textures to this material by yourself. But it is not enough to simply rename the material from SA. Materials from IV have additional parameters, each material has its own set of parameters and values (see the example in the image). So again, this is another good reason to import a vanilla model and use the materials from IV. You will also see the peculiarities of their naming and textures composition. When naming materials, the main thing is that the last separate word should be a clear name of the material type (paint1, interior2, mesh, lightsemissive, shuts, badges, vehglass etc). There is more material types, but I recommend you to start with this basic set. And before this type name, you can name the materials as you wish, following the same principles that I mentioned in the previous post. Mats naming examples below: BUT It is not necessary to add a custom name for the material here. Just one material type is enough. Custom names are usually added for personal convenience. When exporting the model, all material names will be automatically renamed to the name of the first texture in the material. Therefore, it is important to remember that texture names must consist of letters of the English alphabet and must not contain spaces. Only underscores are allowed. Изменено 22 ноября, 2024 пользователем Бублiк 1 1
TR20 Опубликовано 22 ноября, 2024 Жалоба Опубликовано 22 ноября, 2024 So I was busy with finding the San Andreas Materials out (MATTFFXYZ1234) and renaming them to my personal preference. Mostly I used xyz interior2 as material and and followed the tutorial from the very first reply. I also compared them with a vanilla gta4 model which I imported in a different Zmodeler2. Guess I adjusted all those lightemissive, interior2, badges and other parts like it is in the tutorial. I see you are using Zmodeler 3. I wish it would be possible to export them as wft. That would make few things easier. Now what I also encountered is, that the placing of the model dummy eg. bumper_f from San Andreas is either on the left or right of the object but not centered. I have to move the pivot manually and then I do -> Local Axes -> Center To Object. Afterwards I create a new dummy, but the feature which I used in Zmodeler 3 the "Copy Local Axes from One Node To Another" does not work in Zmodeler 2. Do you know why? Also would it be possible for you to take a personal look in the file if I send it to you? 🙂 Just to make sure there aren't any errors before I head to the final step with the car. 1
Бублiк Опубликовано 22 ноября, 2024 Жалоба Опубликовано 22 ноября, 2024 9 часов назад, TR20 сказал: Now what I also encountered is, that the placing of the model dummy eg. bumper_f from San Andreas is either on the left or right of the object but not centered. I have to move the pivot manually and then I do -> Local Axes -> Center To Object. Look where the both bumpers dummies placed in IV vanilla model. It's not centered due to bumpers swing animation purposes. 9 часов назад, TR20 сказал: Afterwards I create a new dummy, but the feature which I used in Zmodeler 3 the "Copy Local Axes from One Node To Another" does not work in Zmodeler 2. Do you know why? I don't have enough experience using a Zmodeler3. I tried converting 1 model a long time ago and that was it. If I understood you correctly, you need to use this tool: First pick up the end object then drag the arrow to the target object whose axis you want to move to the end object. I hope I explained it at least a little bit clearly. 9 часов назад, TR20 сказал: Also would it be possible for you to take a personal look in the file if I send it to you? 🙂 Just to make sure there aren't any errors before I head to the final step with the car. Of course you can drop the scene for review, but I can't guarantee a quick response. 2
TR20 Опубликовано 22 ноября, 2024 Жалоба Опубликовано 22 ноября, 2024 (изменено) 13 часов назад, Бублiк сказал: Look where the both bumpers dummies placed in IV vanilla model. It's not centered due to bumpers swing animation purposes. I don't have enough experience using a Zmodeler3. I tried converting 1 model a long time ago and that was it. If I understood you correctly, you need to use this tool: First pick up the end object then drag the arrow to the target object whose axis you want to move to the end object. I hope I explained it at least a little bit clearly. Of course you can drop the scene for review, but I can't guarantee a quick response. Ah I didn't know that with that bumper animation thing. I undo that. Yes that was exactly what I meant. If you like to, I'd help you out with Zmodeler 3, since you are helping me here out with Zmodeler 2 😄 I send you the private file. I detached the every possible parts and things of the car and created the necessary LOD from suspensions to enginebay and enginemesh, as well as 1 extra (spoiler) and the vehicle light glasses, which I renamed to misc1_a_L0 (rear left) misc1_b_L0 (rear right) as well as misc2_a_L0 (front left) and misc2_b_L0 (front right). Hope it's alright so far. I attached the download link below Download Link Zmodel Car EDIT: Well here goes the problem and I don't know what I did wrong? Once I exported the file, I got this error message: Missing shader configuration for shader "gta_vehicle_Material" in material "Default Material". Defaulting to "gta_default". for a material that is even not in my materials? Second, I exported the car and it's wft is over 14 MB! Third this is how it looks in OpenIV And Fourth, once I try to spawn the car, it does not spawn. When trying further, my game crashes. I know I did something wrong. This was my fear. I don't know how to reduce the poly for L1 model. The model seems to big for the game I guess? And this is what happens, if I import it back into Zmodeler 😞 Изменено 23 ноября, 2024 пользователем TR20 Download Link Added
Бублiк Опубликовано 23 ноября, 2024 Жалоба Опубликовано 23 ноября, 2024 (изменено) @TR20 model is NOT high-poly, but some of the tiny parts is really poly-monsters. I sent more specific details in PM. 20 часов назад, TR20 сказал: Missing shader configuration for shader "gta_vehicle_Material" in material "Default Material". Defaulting to "gta_default". for a material that is even not in my materials? This error occurs when some polygons do not have a material assigned (exceptions are collision), so an empty "Default material" is applied to them. I found it on chassis_L2, maybe there are still on other details. Изменено 23 ноября, 2024 пользователем Бублiк 2
TR20 Опубликовано 24 ноября, 2024 Жалоба Опубликовано 24 ноября, 2024 Am having a different problem, since I found out, that this çar is extreme high poly and won't work, I decided to do a Same car with good polys wich actually works fine in the Game but there is a big problem as I said in the PM: When I also try to shoot at the windshield parts, game freezes and crashes, when aiming at the windshield and pressing shoot. What is the cause of this? I couldn't find a solution anywhere. Am also having a bug with the vehicle lights glass. Taillights, Brake, Reverse and headlight won't shine through. There is also the tire texture bug which looks weird. I was able to fix showing tires properly but the texture is somehow weird.
TR20 Опубликовано 24 ноября, 2024 Жалоба Опубликовано 24 ноября, 2024 I tried to fix this but I don't know what's the problem 😞 When I also try to shoot at the windshield parts, game freezes and crashes, when when aiming at the windshield and press shoot. Do you know any fix? Happens at the body as well 😞 There is literally nothing on the internet, as if I'm the only person having this problem.
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