tornadoo Posted May 21, 2007 Share Posted May 21, 2007 I have problems with Zmodeler v1.07b. When I create object and export it in GTA format program drop error FILTER MESSAGE: Error importing/exporting file: Can not open specified file. Possible caused by: invalid file atributes or share violation. What I do wrong? Link to comment https://gtaforums.com/topic/278980-problem-with-zmodeler/ Share on other sites More sharing options...
Gforce Posted May 22, 2007 Share Posted May 22, 2007 most likely caused by you needing to add " .dff " to the end of the filename when exporting the dff, even with the gta filter selected you need to type " .dff " at the end of the model filename Link to comment https://gtaforums.com/topic/278980-problem-with-zmodeler/#findComment-4250438 Share on other sites More sharing options...
tornadoo Posted May 22, 2007 Author Share Posted May 22, 2007 most likely caused by you needing to add " .dff " to the end of the filename when exporting the dff, even with the gta filter selected you need to type " .dff " at the end of the model filename Thanks, it help me to export .dff files. But how I can export .col files? Link to comment https://gtaforums.com/topic/278980-problem-with-zmodeler/#findComment-4251125 Share on other sites More sharing options...
Mag-got Posted May 22, 2007 Share Posted May 22, 2007 You export as an .X file, import the file in Steve M's Collision Editor II, export as .COL. Link to comment https://gtaforums.com/topic/278980-problem-with-zmodeler/#findComment-4251170 Share on other sites More sharing options...
Gforce Posted May 22, 2007 Share Posted May 22, 2007 glad to hear that the dff info helped for colfiles, yes you can use the x file export method, but that can be hard work editing the x file to remove the unneeded data. a more efficient way would be to export a 3ds file from zmod and that can be directly imported into the ColeditorII then save off a new col file. Link to comment https://gtaforums.com/topic/278980-problem-with-zmodeler/#findComment-4251821 Share on other sites More sharing options...
tornadoo Posted May 23, 2007 Author Share Posted May 23, 2007 glad to hear that the dff info helped for colfiles, yes you can use the x file export method, but that can be hard work editing the x file to remove the unneeded data. a more efficient way would be to export a 3ds file from zmod and that can be directly imported into the ColeditorII then save off a new col file. But with Coll Editor 2 I can't import 3ds files, just col format. Link to comment https://gtaforums.com/topic/278980-problem-with-zmodeler/#findComment-4252661 Share on other sites More sharing options...
Gforce Posted May 23, 2007 Share Posted May 23, 2007 (edited) glad to hear that the dff info helped for colfiles, yes you can use the x file export method, but that can be hard work editing the x file to remove the unneeded data. a more efficient way would be to export a 3ds file from zmod and that can be directly imported into the ColeditorII then save off a new col file. But with Coll Editor 2 I can't import 3ds files, just col format. errrr yes you can, in the menu bar in edit is the add feature, use that then there is the option to add several different file types, you can even drag and drop the 3ds into the main panel. you do need to make a new colfile first or have an existing file open Edit: you may or may not notice that in my previous post i mentioned "New" colfile, sorry but that was a hint that i really should have clarified in my last post but as usual i was expecting the reader of my post to be able to read between the lines. on an off topic note ............... Zmodeler 1+ up until zmodeler2 has never had the ability to export any file as a .col, even though the option is in the export panel as a "export", however as far as i can remember i have been able to import into zmodeler 1.7b colfiles from VC and gta3 whenever they have been colfiles that contain only 1 colfile. good luck with your modding, and if you want a good texture tool next i can recommend G_Txd for the simple reasons that if you use Max you can use the included updated texture list exporter tool, that allows G_Txd to read a texture list that has been created and saved in max for any given model/dff and import the texture's that are listed in that file and effectiveley create a txd for the dff you are exporting from max, all you need to do is save it and name it. afaik the max tools that i mention also work with gmax (Which is free at www.turbosquid.com) it is a cut down version of 3D Studio Max.xx. Edited May 24, 2007 by Gforce Link to comment https://gtaforums.com/topic/278980-problem-with-zmodeler/#findComment-4252950 Share on other sites More sharing options...
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