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BOVRILwares

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  13. 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
  14. 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?
  15. 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 :)
  16. Glad you have decided to do this. I was thinking of swapping to ELS but prefer the standard vehicles. Will you release these as unlocked .wft files so that others can import them into Zmodeler and see how they are made?

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