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Material Problem in Zmodeler


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Hi everyone!

 

I've been working on my first car model, and I'm pretty new to zmodeler. I've been able to resolve most of the issues on my own, but this one I haven't been able to figure out.

 

Basically, in Zmodeler, the lights and siren I made show up perfectly fine, textures and all:

k05Qb91.png

 

But when I load it in game, the lights and siren are just a light grey color:

kDEs33e.jpg

W5gc1Cp.jpg

 

Any help is appreciated! :)

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Looks like you're just missing the texture for the police lights. Open the .WTD file for the car with OpenIV (SparkIV is no good for this) and import whatever .png image file the police lights read from into the .WTD file and save changes. Easy :)

 

 

 

tinkering in GTA since 2012

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Looks like you're just missing the texture for the police lights. Open the .WTD file for the car with OpenIV (SparkIV is no good for this) and import whatever .png image file the police lights read from into the .WTD file and save changes. Easy :)

 

Well, I checked, and I had already added every texture I used in zmodeler (besides the generic) to the .wtd file. What I suspect might be the problem is the way I set up the materials in zmodeler, because its pretty confusing to me.

 

This is the material for the rear (amber) bulbs of the police lights:

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Yeah, you material setup is...unique. I would suggest deleting that material and re mapping it to the lightbar. Typically your material setup will be ordered something like:

Lightglass name.png

vehicle_genericmud_car.png

vehicle_generic_smallspecmap.png

vehicleenvmap128.png

 

and there is not normally any need for other textures to be in the material

 

It can get confusing setting up materials. Did it not have that material automatically made when you imported the textures into Zmodeler?

tinkering in GTA since 2012

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Yeah, you material setup is...unique. I would suggest deleting that material and re mapping it to the lightbar. Typically your material setup will be ordered something like:

Lightglass name.png

vehicle_genericmud_car.png

vehicle_generic_smallspecmap.png

vehicleenvmap128.png

 

and there is not normally any need for other textures to be in the material

 

It can get confusing setting up materials. Did it not have that material automatically made when you imported the textures into Zmodeler?

 

xD. Ok, I mapped another material with the textures laid out as you said. The color is there, but the glass still isn't translucent in-game (it's translucent in zmodeler): http://www.lcpdfr.com/uploads/monthly_05_2013/post-75491-0-52916100-1369259198.jpghttp://www.lcpdfr.com/uploads/monthly_05_2013/post-75491-0-08123500-1369259208.jpg

Edited by br100x
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well that looks better. Now you just need to edit it slightly. Click the 'edit' button to the right of the texture of your material (apply as...) and change some of the settings.

 

I think that:

vehicle_glassdirt.png should be 'multiplyadd' under blend option and use UV mapping manual UV #2

vehicle_generic_smallspecmap.png should be 'specular' under Arg2 and 'multiplyadd' under blend option

vehicleenvmap128.png should be 'multiplyadd' and use UV mapping 'auto sphere environment'

 

These will often look perfect in Zmod but appear dull/black ingame if not setup correclty

Hope this helps anyway. just keep altering them if not :D

 

tinkering in GTA since 2012

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  • Solution

well that looks better. Now you just need to edit it slightly. Click the 'edit' button to the right of the texture of your material (apply as...) and change some of the settings.

I think that:

vehicle_glassdirt.png should be 'multiplyadd' under blend option and use UV mapping manual UV #2

vehicle_generic_smallspecmap.png should be 'specular' under Arg2 and 'multiplyadd' under blend option

vehicleenvmap128.png should be 'multiplyadd' and use UV mapping 'auto sphere environment'

These will often look perfect in Zmod but appear dull/black ingame if not setup correclty

Hope this helps anyway. just keep altering them if not :D

Ok, thanks! I'm still not seeing the transparency in game, but it could be the way i applied it in paint.net, so I'll see if that fixes it.

EDIT: The transparency problem was caused by the vehglass textures for the lights not being the last material in the materials editor. To fix it, first make sure to have the proper textures ordered and applied correctly, as BOVRILwares said earlier. Second, create a copy of the existing vehglass material that you made for the lights and simply assign the copy to where the original was applied. If everything turns out well, delete the obsolete original texture to keep everything neat and organized, and you are good to go! :)

Edited by br100x
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