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zmodeler exporting 0kb

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Hi guys, so I've been watching some video tutorials and learned how to attach a lightbar to a custom car in zmodeler3. My issue now is when I go to export the file and open it in OpenIV, it will not open and the file size says 0kb. 

 

Here's the error that it throws up:

 

"Can not obtain Shader material from "Default Material". file:RageExportMaterial.cpp line:126"

 

And here's the error when I go "select > polygon > by material > properties" and try to change the default material like one post suggested I do.

 

"Can apply on polygons level only. file:byMaterial.cpp line:282"

 

When I imported the car at the beginning, the name was "xbgt" but I wanted it to be in the police6 slot so in ZM3, I changed it to "police6" and exported it as such, to which I was faced with this issue. Someone suggested the name you export it as has to be the same as the ZM3 name so I tried changing it back to "xbgt" and exporting it as such but that did not work.

 

Please, if anyone has any solutions it would be much appreciated.
 

Edited by GavinR
Accidentally posted before I'd filled in the detail

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25 minutes ago, GavinR said:

Hi guys, so I've been watching some video tutorials and learned how to attach a lightbar to a custom car in zmodeler3. My issue now is when I go to export the file and open it in OpenIV, it will not open and the file size says 0kb. 

 

Here's the error that it throws up:

 

"Can not obtain Shader material from "Default Material". file:RageExportMaterial.cpp line:126"

 

And here's the error when I go "select > polygon > by material > properties" and try to change the default material like one post suggested I do.

 

"Can apply on polygons level only. file:byMaterial.cpp line:282"

 

When I imported the car at the beginning, the name was "xbgt" but I wanted it to be in the police6 slot so in ZM3, I changed it to "police6" and exported it as such, to which I was faced with this issue. Someone suggested the name you export it as has to be the same as the ZM3 name so I tried changing it back to "xbgt" and exporting it as such but that did not work.

 

Please, if anyone has any solutions it would be much appreciated.
 

Ok, so there's several different issues here. First would be the exporting issue.

When working with a model in zmod, it should be named model_hi. (Replace model with this model name). When you export, export as model_hi, then model. That way, the model_hi will only contain the L0, and model will contain all the other lods. But besides that, the model in in zmod must match what you're exporting it as. So in your case, it would be police6_hi, and you would export it as police6_hi and police6.
 

Regarding the shader error, somewhere on your model, there is something that is using the default material, so you do need to select by material. But when you do so, be sure to be in polygon mode.

  • Author
58 minutes ago, OfficerFive0 said:

Ok, so there's several different issues here. First would be the exporting issue.

When working with a model in zmod, it should be named model_hi. (Replace model with this model name). When you export, export as model_hi, then model. That way, the model_hi will only contain the L0, and model will contain all the other lods. But besides that, the model in in zmod must match what you're exporting it as. So in your case, it would be police6_hi, and you would export it as police6_hi and police6.
 

Regarding the shader error, somewhere on your model, there is something that is using the default material, so you do need to select by material. But when you do so, be sure to be in polygon mode.

 

Great, thanks for your help! So my car is now in the game, but it looks like this. Do you know where I fked up?

 

Spoiler

E53C866202B12D1A32D85213327937A46D05F9F9

 

Edited by GavinR

  • Author
19 minutes ago, OfficerFive0 said:

What does it look like in zmod?

Like this:

 

Spoiler

ANV8msg.png

 

 

And here's my material browser if that helps too: 

 

Spoiler

XA4Khiy.png

 

Edited by GavinR

  • Author
7 minutes ago, OfficerFive0 said:

what does your texture browser look like?
Also, that isnt your material browser, this is 

  Reveal hidden contents

d8eb2b1300883ccecb7c91008eb9ec8e.png

 

 

Ah okay I see. Apologies for the ignorance, I'm very new to all this. 

 

Here's my texture browser:

 

 

Spoiler

ZF1pwak.png

 

1 minute ago, GavinR said:

 

Ah okay I see. Apologies for the ignorance, I'm very new to all this. 

 

Here's my texture browser:

 

 

  Reveal hidden contents

ZF1pwak.png

 

Its no problem. when you open up one of the materials in the material browser, does it have any textures in it?

  • Author
6 minutes ago, OfficerFive0 said:

Its no problem. when you open up one of the materials in the material browser, does it have any textures in it?

Well I really appreciate the help 🙂

 

From what I can tell, no. Here she is: 

 

Spoiler

u9z5w6c.png

 

And when I was having the original issue of it refusing to export, I changed Default Material from whatever it was before to this:

 

Spoiler

g8uWog7.png

 

Edited by GavinR

  • Author
11 minutes ago, OfficerFive0 said:

and do you have all the textures in the ytd?

 

As far as I'm aware yes. I used the original ytd called "xbgt" and changed it to "police4" which is the slot I put the car in and exported the car as, and then I added the included texture from the light I was using and added that to the ytd. Is it worth noting that I sort of build the lightbar myself? I downloaded the single beacon light, duplicated it and used it to make the dual beacon lightbar you see in the photo.

1 minute ago, GavinR said:

 

As far as I'm aware yes. I used the original ytd called "xbgt" and changed it to "police4" which is the slot I put the car in and exported the car as, and then I added the included texture from the light I was using and added that to the ytd. Is it worth noting that I sort of build the lightbar myself? I downloaded the single beacon light, duplicated it and used it to make the dual beacon lightbar you see in the photo.

when you select the car, is it a single material, or a whole list of materials?

  • Author
2 minutes ago, OfficerFive0 said:

when you select the car, is it a single material, or a whole list of materials?

 

Sorry, do you mean in OpenIV or in zmodeler?

  • Author
48 minutes ago, OfficerFive0 said:

sorry, in zmodeler

 

You mean when you do select > quadr > polygon > by material?

 

The box that appears lists multiple materials

  • Author
23 minutes ago, OfficerFive0 said:

when you first imported/opened the base car, what did it look like?

 

The car itself looks like this

 

Spoiler

bFCVPAS.png

 

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