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Why When I Upload Texture in Open Iv the Ydd Gets Weird Color

Textures non being used by zmodeler

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ModHD
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Textures not beingness used by zmodeler

How-do-you-do guys,

I am using zModeler to create a car for GTA 5. A police Car to be exact. I accept successfully imported an entire CVPI. Which wasn't that difficult. My but trouble is that I converted a WFT. GTA 4 File to a .Z3D File and that file is actually a 3D model of a ALPR Arrangement ( Automated License Plate Recognition ). The Lesser of zModeler keeps telling me that the textures are missing fifty-fifty thought I have imported them through the texture browser... So what am I doing wrong?

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Oleg
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Re: Textures not being used by zmodeler

Post by Oleg »

open up a file (with a list of error messages on missing texture), then open textures browser, pick textures on past one and use "Replace..." control to load an associated texture file manually. Then salve .z3d again.

Additionally (or alternately), y'all can toggle option "Settings -> General -> Files -> Store textures" to enable storing needed textures inside .z3d file.

ModHD
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Re: Textures not being used by zmodeler

Post past ModHD »

Oleg wrote:open up a file (with a list of mistake letters on missing texture), then open textures browser, pick textures on by one and use "Replace..." command to load an associated texture file manually. And so save .z3d again.

Additionally (or alternately), you lot can toggle pick "Settings -> General -> Files -> Store textures" to enable storing needed textures within .z3d file.

Neither of these options worked.

What I had done was I had imported these files into zmodeler 2. I didnt touch the 3d Items. I them converted them to .Z3D without making any changes to textures or anything. The CVPI imported correctly but im still not able to get the textures for the ALPR or any other item that i exported from zModeler two.

P.S. When I import these individually they don't have any mistake letters, merely they already accept the textures in the texture browser.

I as well become error "Extra Slot Occupied for texture layer 3 in Fabric scanner.mesh"

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Oleg
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Re: Textures not beingness used by zmodeler

Post past Oleg »

zmodeler3 has a very dissimilar materials inside, so loading a zmodeler2 .z3d file could come with some errors.

Once yous load a .z3d file created by ZModeler2, you should catechumen materials to "Shader materials" in Materials browser by selecting them all and double-clicking on "Shader material" in a left side of browser;

Then you can reload missing textures and they should announced on corresponding materials.

Some other way to force zmodeler3 employ pre-loaded textures when opening .z3d file is to apply File\Merge control. Thus, you tin can preload your png textures in empty scene and then file\merge to load your .z3d file.

ModHD
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Joined: Sunday Jun 26, 2016 eight:05 pm
ModHD
Posts: 18
Joined: Sun Jun 26, 2016 8:05 pm

Re: Textures not beingness used by zmodeler

Post by ModHD »

Oleg wrote:zmodeler3 has a very different materials inside, and then loading a zmodeler2 .z3d file could come with some errors.

Once you load a .z3d file created by ZModeler2, you should convert materials to "Shader materials" in Materials browser by selecting them all and double-clicking on "Shader material" in a left side of browser;

Then you can reload missing textures and they should announced on respective materials.

Another way to force zmodeler3 use pre-loaded textures when opening .z3d file is to use File\Merge command. Thus, you can preload your png textures in empty scene and then file\merge to load your .z3d file.

Also do you know how I can darken the new texture? its showing up light grayness. Thanks!

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Oleg
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Re: Textures not being used past zmodeler

Post by Oleg »

you tin can ready gray color on cloth's "Diffuse color";

additionally, y'all can pigment per-vertex color to grey color (default is white). Ensure "Properties->Mesh->Vertices->Format" has "Diffuse color" toggled; and so utilize Surface\Pigment\Colour tool: switch object(s) to vertices level, select all verts, expand properties of "Colour" tool - set desired color and press "Make full Selected". Then export and test in game.

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Re: Textures not existence used by zmodeler

Post past ModHD »

Oleg wrote:you lot can prepare grey color on material's "Diffuse colour";

additionally, y'all can pigment per-vertex color to greyness color (default is white). Ensure "Backdrop->Mesh->Vertices->Format" has "Diffuse color" toggled; and then employ Surface\Paint\Color tool: switch object(due south) to vertices level, select all verts, expand properties of "Color" tool - set desired colour and press "Fill Selected". Then consign and test in game.

I researched your tutorial on youtube, Props for that! The matter is I followed your instructions as the video said but I still become these messages. I am SO shut to finally getting this out of zmodeler!
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Oleg
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Re: Textures not being used by zmodeler

Post by Oleg »

Your materials are not properly converted. Each material requires a conversion or at to the lowest degree an in-game shader adaption consignment. In ZModeler2 it was done on fabric name by appending shader name like "mesh" in a tail. In ZModeler3 a dedicated field "Adapt" is available on material tile. You can blazon shader names you lot need, or use a script convertor by pressing a big push in top-right corner (material with gears).

This relates to warnings "undefined accommodation" and an error "Can not obtain shader material from ...".

warnings on missing texture slots on some materials should also be fixed by assigning textures onto associated texture slots. If your material uses a shader with bump-mapping, a BUMPMAP slot should accept a texture in information technology. You lot tin can utilize dummy textures like univ_normal (or blank_normal, can't remind an exact name), and/or use grey/white/black dummy textures on DETAIL/SPECMAP slots if you lot don't have an associated texture for your material.

ModHD
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Re: Textures not being used by zmodeler

Mail by ModHD »

Oleg wrote:Your materials are not properly converted. Each material requires a conversion or at to the lowest degree an in-game shader adaption assignment. In ZModeler2 it was done on material proper noun past appending shader name similar "mesh" in a tail. In ZModeler3 a dedicated field "Adapt" is available on material tile. You can type shader names you need, or use a script convertor past pressing a big button in top-correct corner (material with gears).

This relates to warnings "undefined adaptation" and an fault "Can not obtain shader material from ...".

warnings on missing texture slots on some materials should also be fixed by assigning textures onto associated texture slots. If your material uses a shader with bump-mapping, a BUMPMAP slot should have a texture in it. You tin use dummy textures like univ_normal (or blank_normal, tin can't remind an exact name), and/or utilize gray/white/blackness dummy textures on DETAIL/SPECMAP slots if yous don't accept an associated texture for your cloth.

Wow I ask all the impaired question in your video toturial you literally showed me how to fix the textures. They Look Crawly!! But Im stuck again... What are these ID's???

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Oleg
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Re: Textures not being used past zmodeler

Post by Oleg »

these are object proper name's ID used past game engine for scripting parts behavior. If your model uses its own part names, they will take random IDs and tin can't be scripted past the game (e.m. you can't name my_door_lf, as the game volition endeavour to script "door_lf" for commuter entering vehicle animation). And so, these warnings are no problem, unless you miss/delete some original role names.

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Re: Textures non being used by zmodeler

Mail past ModHD »

Oleg wrote:these are object proper noun'south ID used by game engine for scripting parts beliefs. If your model uses its own office names, they volition have random IDs and can't be scripted by the game (e.yard. you can't proper name my_door_lf, as the game volition try to script "door_lf" for driver entering vehicle animation). Then, these warnings are no problem, unless you lot miss/delete some original role names.

Ok, well I only run across the addons to in Police force.yft but in police_hi.ytf I run into the whole car. Ingame the game crashes. whats my mistake?

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Oleg
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Re: Textures non being used by zmodeler

Post past Oleg »

y'all should export both files from the same scene. The scene should evidence your hi-detailed vehicle when L0 button on structure panel is pressed; it should prove low-res model when L1 is pressed. When scene setup is correct (as specified to a higher place) the consign to police.yft and police_hi.yft will requite correct result in openiv.

the topmost node in hierarchy should be named police_hi and an export option "Export LODs" should exist set to "Autodetect".

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Re: Textures not being used past zmodeler

Post past ModHD »

Oleg wrote:you should export both files from the same scene. The scene should show your hello-detailed vehicle when L0 button on construction panel is pressed; it should show low-res model when L1 is pressed. When scene setup is correct (as specified above) the export to police.yft and police_hi.yft volition give correct event in openiv.

the topmost node in hierarchy should be named police_hi and an export option "Export LODs" should exist ready to "Autodetect".

My Hierarchy is right and then is the export option. I Imported Police.ytf and and so I finally meet the entire vehicle in L1 besides. Also its works fine in open iv. I encounter the textures and the whole car. BUT GTA V Is now crashing when I spawn the vehicle, and The Police.ytf file is LARGER and so Police_hi.ytf,

UPDATE: So when in L1 im actually not even supposed to see the car. BUT!!!! I do see the addons!!! How Exercise i brand the addons merely appear in L0?

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Oleg
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Re: Textures not beingness used by zmodeler

Mail service by Oleg »

L0/L1 objects are shown with respect to availability of geometries for L0/L1 on compound objects. You lot should create a dummy for an object (that you wish to depend on L0/L1), toggle off L0, L1, and all other states and use "Convert to compound" on this dummy. so send your meshes for L0 and L1 onto this compound object as shown in this video:
https://www.youtube.com/watch?v=_x07ZDfq0BA

betancourtthereves.blogspot.com

Source: http://forum.zmodeler3.com/viewtopic.php?t=8872

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