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BxBugs CVPI Issue?

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For some reason, my Zmodeler decides to reject BxBugs123's CVPI whenever I try to import it. I'm importing it perfectly (I've checked how I'm importing at least 6 times now) but the car is like half transparent. It's really messed up. On top of that, whenever I try to import a light bar, the light bar is just black. Anyone know how to fix this? Any support is accepted with gratitude.

SCNG FTW!!

 

If you would like to see my mods, please click here

 

 

AND NEVAR EVAR EVAR PM ME FOR SUPPORT (KTHNXBYE <3)

 

Are you making sure that when you import sliced model and collision is checked and reuse materials is not. What version of zmod are you using, although I don't think that should matter. As for the lightbar, are you trying to import it with the CVPI? If so Bugs CVPI comes with emerglight textures that aren't compatible with the lightbar your trying to import. So import the textures for the lightbar before the CVPI textures and it should work. The emerglight textures aren't needed for the CVPI except for the divider which can easily be mapped to something else. Or just try and import the lightbar completely separate from the car to make sure it works by itself. Also make sure your "preferable textures" setting when you import is the same format as the textures you added to the mat editor

  • Author

Are you making sure that when you import sliced model and collision is checked and reuse materials is not. What version of zmod are you using, although I don't think that should matter. As for the lightbar, are you trying to import it with the CVPI? If so Bugs CVPI comes with emerglight textures that aren't compatible with the lightbar your trying to import. So import the textures for the lightbar before the CVPI textures and it should work. The emerglight textures aren't needed for the CVPI except for the divider which can easily be mapped to something else. Or just try and import the lightbar completely separate from the car to make sure it works by itself. Also make sure your "preferable textures" setting when you import is the same format as the textures you added to the mat editor

Thankfully the light bar problem doesn't persist but it seems as though I've got problems with all the CVPIs that I try to import. I've made sure those are both checked, and I've even tried converting my textures to DDS and importing them as DDS files. Still doesn't work.  Here's what it looks like right now (this is another CVPI I've tried, and the same exact thing happens to the one made by BxBugs123):

SCNG FTW!!

 

If you would like to see my mods, please click here

 

 

AND NEVAR EVAR EVAR PM ME FOR SUPPORT (KTHNXBYE <3)

 

Well for one your missing the vehshare textures, which you need. I think I know why its transparent though, the skin your importing as police_sign_1 is transparent therefore making the car transparent. Open the template in photoshop and make the car white, then save the white skin as police_sign_1 and add the white skin as your police_sign_1 and then import the car, that should solve your issue. Or you can use any driver CVPI skin that has a solid color to it to test this out, just rename it to what I said above

Edited by NickieB

Hmm, I'll try that.

yea, I'm almost 100% sure thats the problem because if you look, the graphics show up but the main body color doesn't. Its because that skin is setup to have the body color changeable in game. So you need a solid color skin 

  • Author

And then also, my models seem to like to dance and bounce around while in game or sometimes in OpenIV, the wheels are half way in the car. Any ideas on that?

SCNG FTW!!

 

If you would like to see my mods, please click here

 

 

AND NEVAR EVAR EVAR PM ME FOR SUPPORT (KTHNXBYE <3)

 

  • Author

yea, I'm almost 100% sure thats the problem because if you look, the graphics show up but the main body color doesn't. Its because that skin is setup to have the body color changeable in game. So you need a solid color skin 

It worked :D

 

But now I've got weird stuff in my hierarchy for some reason. Like 'skel_LO' and the usual models (like 'misc_g') are irrelevant. 

SCNG FTW!!

 

If you would like to see my mods, please click here

 

 

AND NEVAR EVAR EVAR PM ME FOR SUPPORT (KTHNXBYE <3)

 

And then also, my models seem to like to dance and bounce around while in game or sometimes in OpenIV, the wheels are half way in the car. Any ideas on that?

 

It mean you accidentally moved a dummy you shouldn't have, such as wheels, or chasis, or the entire car's .wft. A simple re-import of the car should work, which is why you should never attach any of your addons until you are absolutely done. I like to keep all my extra's in misc_l and all my parts in misc_r, and when I finish the model, I start attaching everything to where they need to be.

  • Author

That is not Bxbugs's, That is the DSF version converted by F4455.

I think I might have stated that it was a different one but the same thing happened. Just might have. ;P

It mean you accidentally moved a dummy you shouldn't have, such as wheels, or chasis, or the entire car's .wft. A simple re-import of the car should work, which is why you should never attach any of your addons until you are absolutely done. I like to keep all my extra's in misc_l and all my parts in misc_r, and when I finish the model, I start attaching everything to where they need to be.

Oh ok. And just double checking, the dummys are the little square things, right? I shouldn't move those square things anywhere?

SCNG FTW!!

 

If you would like to see my mods, please click here

 

 

AND NEVAR EVAR EVAR PM ME FOR SUPPORT (KTHNXBYE <3)

 

I think I might have stated that it was a different one but the same thing happened. Just might have. ;P

Oh ok. And just double checking, the dummys are the little square things, right? I shouldn't move those square things anywhere?

 

The blue square things, when selected they are purple-red. Anyway never move the ones that come with the car, as they are exactly where they needto be. Everything you import though, will have dummies, that you most likely will need to move. A dummy should also be near what it represents, or holds. For example, a lightbar dummy should be right in the center of the lightbar.

  • Author

The blue square things, when selected they are purple-red. Anyway never move the ones that come with the car, as they are exactly where they needto be. Everything you import though, will have dummies, that you most likely will need to move. A dummy should also be near what it represents, or holds. For example, a lightbar dummy should be right in the center of the lightbar.

Thanks! I'm actually working on a car for SCNG :P

SCNG FTW!!

 

If you would like to see my mods, please click here

 

 

AND NEVAR EVAR EVAR PM ME FOR SUPPORT (KTHNXBYE <3)

 

  • Author

Thanks so much for all your support guys! I'm one step closer to releasing my CVPI! Just one more thing, I added some grill iights and wig wags, however the wig wags and grill lights don't seem to illuminate. Here is the hierarchy. The extras are in 7 and 9 because I want the rear lights to wig wag. All the grill lights are in extra_2 (L2 and L3) and in extra_4 (L2 and L3 again). The rear wags (tail lights) are in extras 7 and 9.

SCNG FTW!!

 

If you would like to see my mods, please click here

 

 

AND NEVAR EVAR EVAR PM ME FOR SUPPORT (KTHNXBYE <3)

 

Thanks so much for all your support guys! I'm one step closer to releasing my CVPI! Just one more thing, I added some grill iights and wig wags, however the wig wags and grill lights don't seem to illuminate. Here is the hierarchy. The extras are in 7 and 9 because I want the rear lights to wig wag. All the grill lights are in extra_2 (L2 and L3) and in extra_4 (L2 and L3 again). The rear wags (tail lights) are in extras 7 and 9.

 

The L's stand for level of detail. L0 means you are in or next to the car, L1 means a pretty large distance, and L2 if the furthest. All of your lights should be attached to the certain levels. Basically, every time you add a light, you want to attach it to the desired extra, then duplicate it and attach it to the next level of detail. This is kinda hard to explain in text so here's an example. You add a wig wag that you want to be extra_7. You want to name it, extra_7_L0 duplicate it, and name it extra_7_L1. Next, attach extra_7_L0 to the existing extra_7_L0 using the attach tool. And finally attach extra_7_L1 to the existing one using the attach tool. Like I said this is very hard to explain in text. If there isn't an existing extra_7_L0 or L1 then you just leave it as it is.

  • Author

The L's stand for level of detail. L0 means you are in or next to the car, L1 means a pretty large distance, and L2 if the furthest. All of your lights should be attached to the certain levels. Basically, every time you add a light, you want to attach it to the desired extra, then duplicate it and attach it to the next level of detail. This is kinda hard to explain in text so here's an example. You add a wig wag that you want to be extra_7. You want to name it, extra_7_L0 duplicate it, and name it extra_7_L1. Next, attach extra_7_L0 to the existing extra_7_L0 using the attach tool. And finally attach extra_7_L1 to the existing one using the attach tool. Like I said this is very hard to explain in text. If there isn't an existing extra_7_L0 or L1 then you just leave it as it is.

Could you possibly send screenshots? This is really confusing me.

SCNG FTW!!

 

If you would like to see my mods, please click here

 

 

AND NEVAR EVAR EVAR PM ME FOR SUPPORT (KTHNXBYE <3)

 

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