Hello! I'd like to ask your help (if it's still possible). What kinda values (where can I find these values?) should I use at 8:52 if I want to replace my model with Stanier car model? Thank you in advance for your answer.
I would use original vehicle’s values there. Also, these values are related to part physical properties, they vary depending on size and mass. So, you can use values from similar part (in terms of dimensions and mass).
@@akosruzik3314 import any original game model and use write down the values on collision parts of this model. then use these values on your own vehicle.
@0:36 when you select the vehicle click on chassis_L2 then deselect what are you doing what keys? ''i selected all objects and switched them all to vertices level''?
+flycatNZ , Select\All (right click); Deselect = Select\None (right-click). You can configure preferred hotkeys for these tools in Settings\Hotkeys\Commands Bar\Select\***. Default are Shift+A and Shift+D respectively.
+flycatNZ, I switched all selected objects to vertices level by picking vertices level mode ('1' hotkey, button "vertices" in levels toolbar), hovering and clicking on any of selected objects. I recommend you to skim over basic ZModeler2 guides, as this will generally be very the same for ZModeler3, and you will know most of basic aspects like how to manage objects, select/deselect, switch to levels and edit objects. www.zmodeler2.com/?mode=docs
Upon loading a .z3d file, make sure to check availability of textures in Textures Browser, so you don't end up at beginning of part two with no textures loaded.
+Denigr Severe I've painted green channel to full level (white) on all verties, allowing full deformation on vertices. then reduced brightness to ~25% (dark grey color) and painted the middle part of the vehicle - the area that will have lower deformation level. You know the real vehicle has a very low deformation of a center part, whether driver and passengers are, while the nose and tila are made as "impact energy consumers" and takes the major part of deformation on them. If I don't paint vertices properly, the game will be allowed to deform central part of the vehicle the same level as the rest and you can end up with a player driving half outside of heavely-damaged door, or a roof smashed downto driver seat and player head popping out of deformed roof.
+freestyleiscool yeah :D if you are making a car of your own i shall link you to my forum post on zmodeler. in it is all i know about zmodeler. i think the answer your looking for is in there :D forum.zmodeler3.com/viewtopic.php?f=31&t=7596
At around 6:00, when you have 3 of the spheres selected; when I select the boot (which I suppose is the one that's selected towards the rear end of the car, correct me if I'm wrong) and the two passenger side doors, everything in the "properties" box disappears. What am I doing wrong?
+Chickenify , nope, at 6:00 all doors dummies are selected and I deselect passenger-side dummies, so only left-side door dummies are selected. In case something goes wrong, use "Select\Single' (hotkey Shift+S). It performs selection/deselection. You can hover mouse stil over a node and tap CTRL key several times until a flyout object name hint shows the name of the object you actually need to get selected, then press Shift+S immediately.
+Chickenify , hmmm.. may be. this is not important. you assign axes constrains on RotY on doors (and set 0,0 on RotX and RotZ). The boot axes constrains should be probebly on X axis, so values will be on RotX, and zeroes will be on RotY and RotZ. You can see axes directions when you hover an object. X is red, Y is green and Z is blue (a hint is in the bottom-left corner).
First off thanks for putting your time and effort into this tutorial. However Im having trouble with my textures loading with ZModeler. When I go into texture browser nothing is there.
Gabrizoka kkkk caramba acho meu comentário nesse vídeo ? kkkkkk eu não converto veiculos do GTA 4 só pego do gta sa, mas pra abrir os arquivos do GTA 4 vc deve usar o zmodeler2 pra abrir, depois que abrir o aquivo vc exporta em z3d pra assim poder abrir ele no zmodeler3
Diablorf Well I guess that is the only way that I see doing it. If you really want something, you will work for it. Maybe watch some conversions for forza to 4 and see if it is similar?
Hey, so I got this zd3 model but it pops a bunch of warnings saying it's missing stuff, and it didn't come from GTA 4 but from Need For Speed. It's an Explorer. Is it possible you can make a tutorial with that, figuring out missing shaders, etc, or even making models from scratch? Thanks. :D
+Khan of Games 1907 , by default, Shift+A to select all, Shift+D to deselect all. these could not be set initially, so check settings->hotkeys->commands bar -> select: All = Shift+A, None = Shift +D; Apply;
I'm having an issue when importing a GTA V model into Zmodeler and the only wheel that shows is the front left and all of the other ones aren't there. Is there any way to fix that?
+King Of Time , this is correct as only one wheel model is available in a file. it is in square braces (as [wheel_lf] ), meaning it is separated from the rest of the model and could be cloned by game onto other wheel positions.
Why should you calculate normals? On all my cars it seems like doing that makes my car metal unsmooth, and i dont know how to make the metal smoother. Help?
+Zievs , probably cause you've loaded .obj or .dae from 3dsmax. it duplicates vertices heavily, so they appear loaded disjointed. when vertices are jointed, calculation of normals produce smooth surface. you should fix the geometry first when normals calculation give poor result. (e.g use Weld tool with "multiple targets" mode on all selected vertices of a part with parameters: distance = 0, uv tolerance = 0, normals angle = 20). Alternatively, if you use .DAE (the suggested way), make sure to turn of "Optimize Vertices" option on import. Normals calculation updates tangents on bumpmapped materials. also, normals calculation is required on mesh COL objects, so they have correct collide information saved.
.... also, a quick check of meshes can be helpful: in most of cases, mesh should have about the same amount of vertices and polygons; there could be more vertices (about 10-20% more than poly count). If you see your mesh have significantly more vertices, say 2-3 times more than polygons, your mesh is 100% was loaded incorrectly.
ZModeler3 Okay thanks. I might have to use the weld tool because for me it seems like using calculate normals often makes my mesh more boxy which i dont like... But thanks for answering :)
+Zievs , you can refine normals with surface ormals\smooth tool later. you can even push smoothing to maximum, then user surface ormals\tuner tool to refine smoothing vs calculation on each axis separately. Mind the reflections too - they also depend on normals, so hard smoothing can make reflections incorrect.
+ZModeler3 when I go to the directory that has the wft file, the folder shows empty. I used import and open. I checked all file types but none say wft as a type that is supported.
I’m having an issue so i downloaded a mod and the mod the didn’t show some texture like the chassis of the car and the frame of the car so do u jv any idea ?
+ZModeler3 Yeah, it's shift. Sorry i don't know why i typed Ctrl. :D Ehh.. However, how to change collision to polygons level? This problem i can't fix. Did it one time accidentaly but then i failed.
in context of converting gta4 model, you need a paid zmodeler2 version. alternatively, you can ask an author of original model for a .z3d file for conversion - in such a case you don't need zmodeler2.
+li so , find a conversion video OBJ to GTA4 or something of a kind and start from it. then you will have initial materials for gta4 to gta5 conversion. :)
You can't import YTD file as this is a textures package, not a model. You can load textures from YTD in textures browser by pressing "Add", locating .ytd file and selecting needed textures in a list on the right side (using Shift or Ctrl for multiple selection if needed).
+UnholyGaming2012 , interrupted export. an error has occured on export. or you just used wrong file name. You need a proper top/root object name when exporting: buffalo2 -> buffalo2.yft (all lods exported) preferred: buffalot2_hi -> buffalo2.yft (all lods except the highest exported) buffalot2_hi -> buffalo2_hi.yft (only highest lod exported).
Ah, I was saving as buffalo not buffalo.ytf Also, when importing the textures and creating them in GTA (that bit) the names dont come up for me, they are all blanc and I have to do it myself. Any ideas?
make sure to install required libraries (vcredist_x86.exe, link is available at zmodeler forum in "Release notes" topic). Also, run a compatibility wizard and specify "this application was working on earlier versions of windows" -> "windows 7".
+The RoyalMonarch These Parts are for the LOD. L0 = high L1= low L2= lowest. You can create these parts by clone your part that you want and weld or optimize them down with the optimize or Weld verts tool
If we only had idea what buttons did you pressed ad 0:54 and other parts
+Maras86 , select->all -> right-click. I've used shortcut "Shift + A". (select all), 'Shift+D' (deselect all).
This is very helpful, thanks...can't wait until next parts are uploaded so I can buy a full license and start modding
Can you explain what you are doing at 8:50, specifically how you know what values to put under each collision for "E"
This Tutorial answer so many questions. Thanks for uploading!
when i go to paint the vertexs it says [component] node has no color in vertex format?
Hello! I'd like to ask your help (if it's still possible). What kinda values (where can I find these values?) should I use at 8:52 if I want to replace my model with Stanier car model? Thank you in advance for your answer.
I would use original vehicle’s values there. Also, these values are related to part physical properties, they vary depending on size and mass. So, you can use values from similar part (in terms of dimensions and mass).
@@ZModeler3 Okay, but where I can find this file, which contains these values
@@ZModeler3 I've tried to search it in Google, but no luck. Please help me
@@akosruzik3314 import any original game model and use write down the values on collision parts of this model. then use these values on your own vehicle.
@@ZModeler3 Thanks so much :)
@0:36 when you select the vehicle click on chassis_L2 then deselect what are you doing what keys?
''i selected all objects and switched them all to vertices level''?
+flycatNZ , Select\All (right click); Deselect = Select\None (right-click). You can configure preferred hotkeys for these tools in Settings\Hotkeys\Commands Bar\Select\***. Default are Shift+A and Shift+D respectively.
+ZModeler3 but how did you select it to look like this @0.43
+flycatNZ, I switched all selected objects to vertices level by picking vertices level mode ('1' hotkey, button "vertices" in levels toolbar), hovering and clicking on any of selected objects. I recommend you to skim over basic ZModeler2 guides, as this will generally be very the same for ZModeler3, and you will know most of basic aspects like how to manage objects, select/deselect, switch to levels and edit objects. www.zmodeler2.com/?mode=docs
Upon loading a .z3d file, make sure to check availability of textures in Textures Browser, so you don't end up at beginning of part two with no textures loaded.
+ZModeler3 I understood nothing. but at least can you explain why you painted vertex 0:50?
+Denigr Severe I've painted green channel to full level (white) on all verties, allowing full deformation on vertices. then reduced brightness to ~25% (dark grey color) and painted the middle part of the vehicle - the area that will have lower deformation level. You know the real vehicle has a very low deformation of a center part, whether driver and passengers are, while the nose and tila are made as "impact energy consumers" and takes the major part of deformation on them. If I don't paint vertices properly, the game will be allowed to deform central part of the vehicle the same level as the rest and you can end up with a player driving half outside of heavely-damaged door, or a roof smashed downto driver seat and player head popping out of deformed roof.
+ZModeler3 how did you do the paint thing though because when i attempt to copy the video no colours are changed on the car?
+William Afflick Figure out what was wrong?
+freestyleiscool yeah :D if you are making a car of your own i shall link you to my forum post on zmodeler. in it is all i know about zmodeler. i think the answer your looking for is in there :D forum.zmodeler3.com/viewtopic.php?f=31&t=7596
At around 6:00, when you have 3 of the spheres selected; when I select the boot (which I suppose is the one that's selected towards the rear end of the car, correct me if I'm wrong) and the two passenger side doors, everything in the "properties" box disappears. What am I doing wrong?
+Chickenify , nope, at 6:00 all doors dummies are selected and I deselect passenger-side dummies, so only left-side door dummies are selected. In case something goes wrong, use "Select\Single' (hotkey Shift+S). It performs selection/deselection. You can hover mouse stil over a node and tap CTRL key several times until a flyout object name hint shows the name of the object you actually need to get selected, then press Shift+S immediately.
+ZModeler3 But at 6:06 you have the passenger side doors selected along with one thing in the rear, correct?
+Chickenify , hmmm.. may be. this is not important. you assign axes constrains on RotY on doors (and set 0,0 on RotX and RotZ). The boot axes constrains should be probebly on X axis, so values will be on RotX, and zeroes will be on RotY and RotZ. You can see axes directions when you hover an object. X is red, Y is green and Z is blue (a hint is in the bottom-left corner).
+ZModeler3 Alright, thank you!
+ZModeler3 I'm wondering what's the point and importance of doing what you did at 10:45 and from that point on? Thank you in advance.
0:40 Your making it all red? Is that some kind of select all ?
+Asmus Lars Brigsted Sorry i just saw you answered that in comments allready.
Sorry bro but its same for export model from GTA V to GTA IV as a skin player?
First off thanks for putting your time and effort into this tutorial. However Im having trouble with my textures loading with ZModeler. When I go into texture browser nothing is there.
good tutorial'm waiting for the second part.
eae beto blz ? quero tambem converter alguns mods mas n sei como faço pra aparecer o arquivo .z3d ? pq na pasta dos carros do gta 4 só tem .wtf e .wtd
Gabrizoka kkkk caramba acho meu comentário nesse vídeo ? kkkkkk eu não converto veiculos do GTA 4 só pego do gta sa, mas pra abrir os arquivos do GTA 4 vc deve usar o zmodeler2 pra abrir, depois que abrir o aquivo vc exporta em z3d pra assim poder abrir ele no zmodeler3
pode ser do gta sa mesmo como faço ora converter do gta sa pro gta 5 ?
eu baixei o zmodeler 2 e quando vou importar o arquivo .dff fala q ele ta bloqueado oq eu faço ?
How do i rotate an object freely in Perspective mode like yo u do at 0:14
+Sunny Ly , by holding ALT key.
How do you paint the surface of the car as i cannot see any colour changes when i "back out" like you do in the video?
Is this the same process when converting a Gta San Andreas vehicle to Gta V?
you didn't go through the process of creating the dummy nodes?
Will you do any tutorials of converting cars from other games such as forza to GTA5?
+Diablorf Try a tutorial from converting from forza to gta 4, then you can convert from 4 to 5.
Thanks for advice, but I would like to convert it directly to 5, not doing 2 jobs...
Diablorf Well I guess that is the only way that I see doing it. If you really want something, you will work for it. Maybe watch some conversions for forza to 4 and see if it is similar?
Hey, so I got this zd3 model but it pops a bunch of warnings saying it's missing stuff, and it didn't come from GTA 4 but from Need For Speed. It's an Explorer. Is it possible you can make a tutorial with that, figuring out missing shaders, etc, or even making models from scratch? Thanks. :D
Thanks Very Much! Great Tutorial!
How do I select all polygons? I can only select one window :( Which combination of keys?
+Khan of Games 1907 , by default, Shift+A to select all, Shift+D to deselect all. these could not be set initially, so check settings->hotkeys->commands bar -> select: All = Shift+A, None = Shift +D; Apply;
+ZModeler3 Doesn't work. I have only polygons showed up only on a single window not on all of them.
+Khan of Games 1907 , post your questions on ZModeler forum please. Preferable with screenshots.
I'm having an issue when importing a GTA V model into Zmodeler and the only wheel that shows is the front left and all of the other ones aren't there. Is there any way to fix that?
+King Of Time , this is correct as only one wheel model is available in a file. it is in square braces (as [wheel_lf] ), meaning it is separated from the rest of the model and could be cloned by game onto other wheel positions.
Oh right on man! Thanks
Why should you calculate normals? On all my cars it seems like doing that makes my car metal unsmooth, and i dont know how to make the metal smoother. Help?
+Zievs , probably cause you've loaded .obj or .dae from 3dsmax. it duplicates vertices heavily, so they appear loaded disjointed. when vertices are jointed, calculation of normals produce smooth surface. you should fix the geometry first when normals calculation give poor result. (e.g use Weld tool with "multiple targets" mode on all selected vertices of a part with parameters: distance = 0, uv tolerance = 0, normals angle = 20). Alternatively, if you use .DAE (the suggested way), make sure to turn of "Optimize Vertices" option on import.
Normals calculation updates tangents on bumpmapped materials. also, normals calculation is required on mesh COL objects, so they have correct collide information saved.
.... also, a quick check of meshes can be helpful: in most of cases, mesh should have about the same amount of vertices and polygons; there could be more vertices (about 10-20% more than poly count). If you see your mesh have significantly more vertices, say 2-3 times more than polygons, your mesh is 100% was loaded incorrectly.
ZModeler3 Okay thanks. I might have to use the weld tool because for me it seems like using calculate normals often makes my mesh more boxy which i dont like... But thanks for answering :)
ZModeler3 By the way im doing gta4 models and it gets boxy
+Zievs , you can refine normals with surface
ormals\smooth tool later. you can even push smoothing to maximum, then user surface
ormals\tuner tool to refine smoothing vs calculation on each axis separately. Mind the reflections too - they also depend on normals, so hard smoothing can make reflections incorrect.
what does calculating normals and tangents do?
9:49 how do you select several polys?
Select\Single and right-click. In this video I've used a hotkey for this "Shift + S" to select/deselect single item; Shift+D to deselect all.
+ZModeler3 Thanks. And how do you rotate the camera in perspective mode? I haven't been able to do it like in the 3D mode.
hold Alt key.
I have the .wtd and .wft files from a car my friend made for gta4. He says the files are unlocked. What do I need to do to get z modeler 3 to open it?
+knightrcer , zmodeler2 can import .wft model. textures from .wtd should be unpacked with OpenIV first.
+ZModeler3 when I go to the directory that has the wft file, the folder shows empty. I used import and open. I checked all file types but none say wft as a type that is supported.
+knightrcer, ZModeler3 can not import gta4 files. ZModeler2 can.
When you go into user defined options you have hint and under it says M..
how can i edit this myself? my chassis col has no mass..
+i am Viking , type a name of new option "MASS" on the left of Add/Delete buttons and press "Add" button.
+ZModeler3 yes this i am aware of, but at the end of the line it says "hint" and "M.."
what is this and how do i add it? if its needed?..
+i am Viking , it comes from gta4 import. it is not used in any way by gta5 import/export code.
I’m having an issue so i downloaded a mod and the mod the didn’t show some texture like the chassis of the car and the frame of the car so do u jv any idea ?
my zmodeler2 wont run because of side by side configuration.
Why i can't select that wheel? How to do it? Please help, almost got my car but i don't understand why it dissapers as i click on it. :?
+George Ell W Nevermind, i got it. :) Ctrl + S :)
+George Ell W Why my downloaded car (COL's) from GTA IV doesnt have option "flat shaded"? Should i Fix it or it is not really big problem?
+George Ell W , Shift + S.
+ZModeler3 Yeah, it's shift. Sorry i don't know why i typed Ctrl. :D Ehh.. However, how to change collision to polygons level? This problem i can't fix. Did it one time accidentaly but then i failed.
+George Ell W , press '3', hover an object you want to switch and click. then press '4' to switch back to objects level.
Do you need to purchase both Zmodeler 2 and Zmodeler 3?
in context of converting gta4 model, you need a paid zmodeler2 version. alternatively, you can ask an author of original model for a .z3d file for conversion - in such a case you don't need zmodeler2.
How can i deselect that in 0:54?
+hermes cati , Shift + D (equivalent to Select\None -> right click)
mouse click becomes music at 2x speed
How can i import custom made gtav yft files ? Please help !
hi i wanna know if have a way to convert blender.obj file into gta v files?
+li so , find a conversion video OBJ to GTA4 or something of a kind and start from it. then you will have initial materials for gta4 to gta5 conversion. :)
+ZModeler3 thanks man , i will do it...
Hi! What did you do at :38?
+Chickenify , Select\All (using Shift+A)
ZModeler3 Thank you!
how i unlock gta 4 cars?
how do i convert gta sa airplanes to gta v please respond asap
I can't import GTA 5 ytd I don't know why
You can't import YTD file as this is a textures package, not a model. You can load textures from YTD in textures browser by pressing "Add", locating .ytd file and selecting needed textures in a list on the right side (using Shift or Ctrl for multiple selection if needed).
Holl open car of gta 4 files wtf / wdt ?
Why does my file say 0KB?
+UnholyGaming2012 , interrupted export. an error has occured on export. or you just used wrong file name. You need a proper top/root object name when exporting:
buffalo2 -> buffalo2.yft (all lods exported)
preferred:
buffalot2_hi -> buffalo2.yft (all lods except the highest exported)
buffalot2_hi -> buffalo2_hi.yft (only highest lod exported).
Ah, I was saving as buffalo not buffalo.ytf Also, when importing the textures and creating them in GTA (that bit) the names dont come up for me, they are all blanc and I have to do it myself. Any ideas?
+ZModeler3 I am still getting 0KB when Iam exporting.
Why no voice tutorial ughhhh :/
i have no idea what you did but its ok im not paying for zmodeler
nao entendi
my file is wft not z3d
you can import .wft file with zmodeler2. then save it as .z3d file and open in ZModeler3.
I can't open zmodeler2 on Windows 10? why?
make sure to install required libraries (vcredist_x86.exe, link is available at zmodeler forum in "Release notes" topic). Also, run a compatibility wizard and specify "this application was working on earlier versions of windows" -> "windows 7".
Yeah thx, it works.
Научите нейросеть конвертировать модели
email please. Good Work!
Sorry I say wrong
make sure you run the very latest version and it has license installed and validated (in About -> License information page).
useless all the way. like watching cartoon. with no explanation, no audio, no subtitle
there are English subtitles.
I can not get the Paint thing to work exactly what do you press and how do you do it
hi i wanna know how do get L0,L1,L2 etc i cant get it right on mine ,,, is it a plugin, that i need ?
i have build 1099
+The RoyalMonarch These Parts are for the LOD. L0 = high L1= low L2= lowest. You can create these parts by clone your part that you want and weld or optimize them down with the optimize or Weld verts tool