Rented Posted November 16, 2014 Share Posted November 16, 2014 I still have problems with exporting. The hierarchy is still messed up, I just don't understand it. Here's what I did(on the Rancher): -Delete everything that relates to: extra_1 extra_3 extra_4 extra_5 -Attach cm_bodyshell to cm_extra_2 -Attach cm_bodyshell_med to cm_extra_2_med -Attach cm_chassis_low to cm_extra_2_low -Attach chassis_1 to extra_2_1 -Link window_lr, window_rr and windscreen_r to chassis (all of their children have been correctly linked as well) A video can be seen here: Link to comment Share on other sites More sharing options...
Firstyminator Posted November 17, 2014 Share Posted November 17, 2014 (edited) Firstyminator Not all shader params are set Now i finally got the model exported Importing into OpenIV and ingame it works perfectly. but, zmodeler can't import the file. It ends up with "firetruk.wft" and no children or mesh imported at all. Any ideas what it could be? No error on export from 3ds with OFIO. and works in OpenIV and ingame. It does take alot of time tho, for the model to export from 3DS. Could that mean that theres an issue? Or is it just that way with bigger models? Edited November 17, 2014 by Firstyminator Link to comment Share on other sites More sharing options...
GooD-NTS Posted November 17, 2014 Share Posted November 17, 2014 Now i finally got the model exported Importing into OpenIV and ingame it works perfectly. but, zmodeler can't import the file. It ends up with "firetruk.wft" and no children or mesh imported at all. Any ideas what it could be? No error on export from 3ds with OFIO. and works in OpenIV and ingame.Since game and OpenIV works fine I guess this is zModeler error. Firstyminator 1 Link to comment Share on other sites More sharing options...
Firstyminator Posted November 17, 2014 Share Posted November 17, 2014 (edited) Crap. That was what i feared. Checked the filedata too. Im no expert, but could not find any mismatch that should say it wont work. EDIT: Well i might found an issue related to it. Doing the donor swap of a lightbar from another vehicle. Works fine if i remove the Misc_d parts completely. But if they are added, OpenIV imports the file, but crashes when im trying to render it in OpenIV modelviewer. Are there some rules to dummies? They should be in the right hiearchy. They were dragged and dropped directly from the donor model and over to my model, and it exports with no issues. Nodes image: https://www.dropbox.com/s/1tt2r100hpsrkum/Screenshot%202014-11-18%2002.45.03.png?dl=0 Edited November 18, 2014 by Firstyminator Link to comment Share on other sites More sharing options...
Firstyminator Posted November 18, 2014 Share Posted November 18, 2014 Now i finally got the model exported Importing into OpenIV and ingame it works perfectly. but, zmodeler can't import the file. It ends up with "firetruk.wft" and no children or mesh imported at all. Any ideas what it could be? No error on export from 3ds with OFIO. and works in OpenIV and ingame. Since game and OpenIV works fine I guess this is zModeler error. Any chance to read out some information regarding the crash from here GooD? this is the log when OpenIV crashes. It surely states something with Skeletonz Maybe i let them out of the closet <spoiler>Time: "17:05:31" Type: "EAccessViolation" Message: "Access violation at address 007E0B87 in module 'OpenIV.exe'. Read of address FFFF0016" Additional information: [Application Context] GetThreadLocale=1044 (0x0414) Game::Path=F:\SteamLibrary\SteamApps\common\grand theft auto iv\GTAIV\ Core::OpenRageArchive::LastCall=F:\SteamLibrary\SteamApps\common\grand theft auto iv\GTAIV\pc\models\cdimages\vehicles.img GetSystemDefaultLangID=1044 App::Path=C:\Users\Firsty.Firsty-PC\AppData\Local\New Technology Studio\Apps\OpenIV\ App::Lang=en_GB Main::ExploreArchiveNode::WorkItem=F:\SteamLibrary\SteamApps\common\grand theft auto iv\GTAIV\pc\models\cdimages\vehicles.img| Main::ExploreArchiveNode::ParentArchive=F:\SteamLibrary\SteamApps\common\grand theft auto iv\GTAIV\pc\models\cdimages\vehicles.img App::Temp=C:\Users\FIRSTY~1.FIR\AppData\Local\Temp\OpenIV_0117A0F5\ OS=Windows 7 Service Pack 1 (Version 6.1, Build 7601, 64-bit Edition) GetSystemDefaultLCID=1044 Game::ID=IV (GTA IV) Game::Platform=pc SysLocale={ DefaultLCID: "1044", PriLangID: "20", SubLangID: "1", FarEast: "True", MiddleEast: "True" } [Application Windows] TMainWindow=OpenIV - vehicles.img - [Edit mode] TActionsModule=ActionsModule TRageFragmentsWindow=firetruk.wft - OpenIV Model Viewer TErrorWindow=OpenIV - Application error Release: 2.2.0.543 05.11.2014 Address: "0x007E0B87" Procedure: "Rage.Creature.Skeleton.crSkeletonData.GetFirstChildPtrForBone" Unit: "Rage.Creature.Skeleton.pas", Line: "275" Stack: [007E0B87] Rage.Creature.Skeleton.crSkeletonData.GetFirstChildPtrForBone (Line 275, "Rage.Creature.Skeleton.pas" + 3) + $10 [7738B497] Unknown function at LdrRemoveLoadAsDataTable + $D4E [7738B466] Unknown function at LdrRemoveLoadAsDataTable + $D1D [7738B409] Unknown function at LdrRemoveLoadAsDataTable + $CC0 [7734012E] KiUserExceptionDispatcher + $A [76D4239A] Unknown function at ScriptPositionSingleGlyph + $327A [76D42436] Unknown function at ScriptPositionSingleGlyph + $3316 [007E0B7E] Rage.Creature.Skeleton.crSkeletonData.GetFirstChildPtrForBone (Line 275, "Rage.Creature.Skeleton.pas" + 3) + $7 [004646F9] System.Rtti.RawInvoke (Line 6902, "System.Rtti.pas" + 46) + $0 [00464A99] System.Rtti.Invoke (Line 7091, "System.Rtti.pas" + 51) + $6 [0045B809] System.Rtti.TRttiInstanceMethodEx.DispatchInvoke (Line 5233, "System.Rtti.pas" + 97) + $27 [00464E00] System.Rtti.TRttiMethod.Invoke (Line 7401, "System.Rtti.pas" + 1) + $1C [00BE035F] Tools.Framework.SupportInterfaces.CObjectInterfaceBase._function<System.Pointer> (Line 286, "Tools.Framework.SupportInterfaces.pas" + 1) + $18 [0044EED8] System.Rtti.TValue.Create (Line 2091, "System.Rtti.pas" + 3) + $3 [0044EF4A] System.Rtti.TValue.&op_Implicit (Line 2109, "System.Rtti.pas" + 1) + $8 [00BDEDDA] Tools.Framework.SupportInterfaces.CSkeletonDataInterface.GetFirstChildForBone (Line 569, "Tools.Framework.SupportInterfaces.pas" + 1) + $23 [00F863A3] Tools.FragmentsViewer.Window.MakeVehicleNode (Line 691, "Tools.FragmentsViewer.Window.pas" + 24) + $1F [00F863BF] Tools.FragmentsViewer.Window.MakeVehicleNode (Line 695, "Tools.FragmentsViewer.Window.pas" + 28) + $8 [00F86555] Tools.FragmentsViewer.Window.TRageFragmentsRenderWindow.BuildFragments (Line 739, "Tools.FragmentsViewer.Window.pas" + 33) + $1F [00F85A27] Tools.FragmentsViewer.Window.TRageFragmentsRenderWindow.FillFragmentsTree (Line 530, "Tools.FragmentsViewer.Window.pas" + 2) + $6 [00F730A0] Tools.FragmentsViewer.Render.CDXBaseFragmentsRender.RequestContent (Line 120, "Tools.FragmentsViewer.Render.pas" + 5) + $D [00E249C9] Tools.Framework.RenderBase.CDXBaseRender.OnCreateDevice (Line 119, "Tools.Framework.RenderBase.pas" + 23) + $7 [00F75270] Tools.FragmentsViewer.Render.CDXFragmentsRender.OnCreateDevice (Line 533, "Tools.FragmentsViewer.Render.pas" + 1) + $5 [00647BBA] RenderFramework.CFramework.OnCreateDevice (Line 282, "RenderFramework.pas" + 3) + $12 [00647A60] RenderFramework.CFramework.Initialize (Line 244, "RenderFramework.pas" + 28) + $3 [00F87775] Tools.FragmentsViewer.Window.{Tools.Framework.WindowRenderBase}TRenderViewerWindow<Tools.FragmentsViewer.Render.CDXFragmentsRender>.Load (Line 175, "Tools.Framework.WindowRenderBase.pas" + 6) + $2D [00F83EC9] Tools.FragmentsViewer.Window.TRageFragmentsWindow.Load (Line 149, "Tools.FragmentsViewer.Window.pas" + 1) + $4 [00BE2DA7] Tools.Framework.BaseClass.CBaseToolClass.Main (Line 151, "Tools.Framework.BaseClass.pas" + 12) + $6 [00F882F2] Tools.FragmentsViewer.GTAIVFragmentsViewer.OpenArchiveFile (Line 55, "Tools.FragmentsViewer.pas" + 1) + $26 [00BE929D] Tools.Framework.CToolsFramework.OpenArchiveFile (Line 258, "Tools.Framework.pas" + 5) + $F [00F25235] OpenIV.TypeLibrary2.GTAIVResourcesWindows.CRSCFragments.viewFragments (Line 499, "OpenIV.TypeLibrary2.GTAIVResourcesWindows.pas" + 1) + $12 [00AC61C1] Black.TypeLibrary2.Base.CFileBase.ExecuteViewAction (Line 297, "Black.TypeLibrary2.Base.pas" + 4) + $16 [00C4898D] Black.Legacy.UI.MainWindow.Actions.TActionsModule.actPreviewExecute (Line 1637, "Black.Legacy.UI.MainWindow.Actions.pas" + 6) + $15 [00C5EEE0] Black.Legacy.UI.MainWindow.RunPreviewAction (Line 572, "Black.Legacy.UI.MainWindow.pas" + 5) + $9 [00C5EF55] Black.Legacy.UI.MainWindow.TMainWindow.RunCurrentItemAction (Line 592, "Black.Legacy.UI.MainWindow.pas" + 4) + $0 [00C5EE9B] Black.Legacy.UI.MainWindow.TMainWindow.ExecuteDefaultFileAction (Line 559, "Black.Legacy.UI.MainWindow.pas" + 17) + $4 [00C5ED60] Black.Legacy.UI.MainWindow.TMainWindow.ArchiveListDblClick (Line 516, "Black.Legacy.UI.MainWindow.pas" + 0) + $0 [0053DF91] Vcl.Controls.TControl.DblClick (Line 7345, "Vcl.Controls.pas" + 1) + $14 [0053E10C] Vcl.Controls.TControl.WMLButtonDblClk (Line 7388, "Vcl.Controls.pas" + 4) + $C [0053DA1D] Vcl.Controls.TControl.WndProc (Line 7224, "Vcl.Controls.pas" + 91) + $6 [005424B1] Vcl.Controls.TWinControl.WndProc (Line 10039, "Vcl.Controls.pas" + 153) + $6 [75906D8B] Unknown function at GetThreadDesktop + $128 [75906D4C] Unknown function at GetThreadDesktop + $E9 [005424B1] Vcl.Controls.TWinControl.WndProc (Line 10039, "Vcl.Controls.pas" + 153) + $6 [0061CF61] Vcl.Forms.TCustomForm.WndProc (Line 4372, "Vcl.Forms.pas" + 201) + $5 [00408814] System.TMonitor.TryEnter (Line 16851, "System.pas" + 10) + $0 [00408424] System.TMonitor.Enter (Line 16550, "System.pas" + 4) + $2 [004082D0] System.TMonitor.CheckOwningThread (Line 16472, "System.pas" + 2) + $0 [004085A6] System.TMonitor.Exit (Line 16653, "System.pas" + 1) + $2 [004085F7] System.TMonitor.Exit (Line 16675, "System.pas" + 2) + $7 [005191B3] Vcl.Graphics.FreeMemoryContexts (Line 7047, "Vcl.Graphics.pas" + 12) + $8 [00541AF4] Vcl.Controls.TWinControl.MainWndProc (Line 9751, "Vcl.Controls.pas" + 3) + $6 [00541B09] Vcl.Controls.TWinControl.MainWndProc (Line 9754, "Vcl.Controls.pas" + 6) + $0 [00541D34] Vcl.Controls.TWinControl.IsControlMouseMsg (Line 9815, "Vcl.Controls.pas" + 9) + $25 [75907F6C] GetWindowRect + $38 [005424B1] Vcl.Controls.TWinControl.WndProc (Line 10039, "Vcl.Controls.pas" + 153) + $6 [75907F6C] GetWindowRect + $38 [638E2C81] Unknown function at EndCaretTracking + $1B519 [759162D0] CallNextHookEx + $4B [00599153] Vcl.ComCtrls.TCustomListView.WndProc (Line 19472, "Vcl.ComCtrls.pas" + 22) + $4 [00541AF4] Vcl.Controls.TWinControl.MainWndProc (Line 9751, "Vcl.Controls.pas" + 3) + $6 [004C7E58] System.Classes.StdWndProc (Line 16891, "System.Classes.pas" + 8) + $0 [759062F7] Unknown function at gapfnScSendMessage + $32F [75906D35] Unknown function at GetThreadDesktop + $D2 [75906CE3] Unknown function at GetThreadDesktop + $80 [759077BF] Unknown function at CharPrevW + $133 [006272FD] Vcl.Forms.TApplication.StopHintTimer (Line 10936, "Vcl.Forms.pas" + 3) + $6 [75907885] DispatchMessageW + $A [0062616B] Vcl.Forms.TApplication.ProcessMessage (Line 10208, "Vcl.Forms.pas" + 23) + $1 [006261AE] Vcl.Forms.TApplication.HandleMessage (Line 10238, "Vcl.Forms.pas" + 1) + $4 [006264E9] Vcl.Forms.TApplication.Run (Line 10376, "Vcl.Forms.pas" + 26) + $3 [00DA228C] OpenIV.Application.CProgram.ApplicationMain (Line 125, "OpenIV.Application.pas" + 12) + $7 [00DA21D0] OpenIV.Application.CProgram.Main (Line 109, "OpenIV.Application.pas" + 3) + $5 [00DA3B20] Black.Application.CBlackApplication.Main (Line 111, "Black.Application.pas" + 20) + $5 [010DFCF6] OpenIV.OpenIV (Line 514, "OpenIV.dpr" + 11) + $5 [76C13388] BaseThreadInitThunk + $10 [77369F70] Unknown function at RtlInitializeExceptionChain + $61 [77369F40] Unknown function at RtlInitializeExceptionChain + $31 </spoiler> Link to comment Share on other sites More sharing options...
GooD-NTS Posted November 18, 2014 Share Posted November 18, 2014 But if they are added, OpenIV imports the file, but crashes when im trying to render it in OpenIV modelviewer. Any chance to read out some information regarding the crash from here GooD? this is the log when OpenIV crashes. It surely states something with Skeletonz Maybe i let them out of the closet Can you upload your WFT? Link to comment Share on other sites More sharing options...
Firstyminator Posted November 18, 2014 Share Posted November 18, 2014 But if they are added, OpenIV imports the file, but crashes when im trying to render it in OpenIV modelviewer. Any chance to read out some information regarding the crash from here GooD? this is the log when OpenIV crashes. It surely states something with Skeletonz Maybe i let them out of the closet Can you upload your WFT? Yes sir, done and done Here is the one actually working ingame. https://dl.dropboxusercontent.com/u/47832794/firetruk.wft And here is the one that crashes OpenIV : https://dl.dropboxusercontent.com/u/47832794/firetruk-faulty.wft Link to comment Share on other sites More sharing options...
GooD-NTS Posted November 18, 2014 Share Posted November 18, 2014 Yes sir, done and done Here is the one actually working ingame. https://dl.dropboxusercontent.com/u/47832794/firetruk.wft And here is the one that crashes OpenIV : https://dl.dropboxusercontent.com/u/47832794/firetruk-faulty.wft Okay, I see now, some Indexes in bones are incorrect. Theoretically you can fix it by change bone Index in object properties in 3Ds Max, but it is quite not right.We will think on a better solution. Link to comment Share on other sites More sharing options...
Firstyminator Posted November 18, 2014 Share Posted November 18, 2014 Yes sir, done and done Here is the one actually working ingame. https://dl.dropboxusercontent.com/u/47832794/firetruk.wft And here is the one that crashes OpenIV : https://dl.dropboxusercontent.com/u/47832794/firetruk-faulty.wft Okay, I see now, some Indexes in bones are incorrect. Theoretically you can fix it by change bone Index in object properties in 3Ds Max, but it is quite not right. We will think on a better solution. Can i ask if there is any rule to follow editing the index numbers? Just not two of the same type? or does index need a special number for certain types of meshes? feks driverside_seat has index = 17 ? Link to comment Share on other sites More sharing options...
GooD-NTS Posted November 18, 2014 Share Posted November 18, 2014 Can i ask if there is any rule to follow editing the index numbers? Just not two of the same type? or does index need a special number for certain types of meshes? feks driverside_seat has index = 17 ? Go to OpenIV and in context menu on your file click "Resource explorer", then go to Skeletone-Bones and you will see: In this particular case BoneIndex and Mirror must be equal 29 not 41 (the index in list on the left side) You can check all bones and see other incorrect Indexes, some of them out of the list. Link to comment Share on other sites More sharing options...
Firstyminator Posted November 18, 2014 Share Posted November 18, 2014 Can i ask if there is any rule to follow editing the index numbers? Just not two of the same type? or does index need a special number for certain types of meshes? feks driverside_seat has index = 17 ? Go to OpenIV and in context menu on your file click "Resource explorer", then go to Skeletone-Bones and you will see: In this particular case BoneIndex and Mirror must be equal 29 not 41 (the index in list on the left side) You can check all bones and see other incorrect Indexes, some of them out of the list. Aah.. i think i understand. So for me starting with chassis as Bone 0, ill just index them in the order of appearance in 3Dsmax maybe? Because some of the indexes are far out from what they originally was i guess. And the parts i've donated from another vehicle also had indexes far away from the numbers the rest of the dummies has. And of course for lights and doors, mirror should be the indexnumber of the opposite door? Link to comment Share on other sites More sharing options...
GooD-NTS Posted November 18, 2014 Share Posted November 18, 2014 So for me starting with chassis as Bone 0, ill just index them in the order of appearance in 3Dsmax maybe?Not sure if this will work, but I think you can just get correct indexes from OpenIV. And of course for lights and doors, mirror should be the indexnumber of the opposite door?Nope, they must be the same as Index (I know this is not logical but this how original models works). Link to comment Share on other sites More sharing options...
Firstyminator Posted November 18, 2014 Share Posted November 18, 2014 (edited) So for me starting with chassis as Bone 0, ill just index them in the order of appearance in 3Dsmax maybe? Not sure if this will work, but I think you can just get correct indexes from OpenIV. And of course for lights and doors, mirror should be the indexnumber of the opposite door? Nope, they must be the same as Index (I know this is not logical but this how original models works). Well this shed some light on my issue at least! Now i've got something to work with Going to research the index from the original models, and see if my model will work if i name them accordingly. It's a nasty issue though. Not sure if it's something i've done, or if its the OFIO script that does this. It surely makes the job with the models a bit complex EDIT : Manually fixed https://www.dropbox.com/s/bpz9f16q8dbexx3/Screenshot%202014-11-18%2023.54.28.png?dl=0 Edited November 18, 2014 by Firstyminator Link to comment Share on other sites More sharing options...
Firstyminator Posted November 19, 2014 Share Posted November 19, 2014 (edited) One question though.( again ) Could this be the issue that causes the .WFT to not be compatible with Zmodeler after Export? Edited November 19, 2014 by Firstyminator Link to comment Share on other sites More sharing options...
Alexander Blade Posted November 19, 2014 Author Share Posted November 19, 2014 (edited) ZModeller is limited to the standard fragment structure , thats it . Edited November 19, 2014 by Alexander Blade Link to comment Share on other sites More sharing options...
GooD-NTS Posted November 19, 2014 Share Posted November 19, 2014 One question though.( again ) Could this be the issue that causes the .WFT to not be compatible with Zmodeler after Export?Not sure.But anyway, if you able to use 3Ds Max with openFormats I/O to edit/create vehicles why you need zModeler then? @Firstyminator did you solve the other issues with material/shaders parameters that you have? Im working on two vehicle models with each its own set of issues of course the one is an ambulance which is nearly finished. But upon export i do recieve errors leading me to materials shader errors. As there is no tutorial to set them up properly from scratch, im really in need of help of someone that have used it before Link to comment Share on other sites More sharing options...
Firstyminator Posted November 19, 2014 Share Posted November 19, 2014 (edited) One question though.( again ) Could this be the issue that causes the .WFT to not be compatible with Zmodeler after Export? Not sure.But anyway, if you able to use 3Ds Max with openFormats I/O to edit/create vehicles why you need zModeler then? @Firstyminator did you solve the other issues with material/shaders parameters that you have? Im working on two vehicle models with each its own set of issues of course the one is an ambulance which is nearly finished. But upon export i do recieve errors leading me to materials shader errors. As there is no tutorial to set them up properly from scratch, im really in need of help of someone that have used it before Well to be honest i like the way Zmodeler works with textures vs the way 3dsmax works. Uvw mapping in 3ds is much easier, but setting the materials and props is better in zmodeler. But its just a matter of learning and understanding i think and i will get the other model to work too noe that i can repair the index issues thanks to you But thumbs up to Alexander for making this work for us using 3d studio max. Only thing i would love to see, is a little guide to set materials right, and to fix the index ID, because i would not have a clue if it was not for GooD here But i guess thats a bug maybe? Edited November 20, 2014 by Firstyminator Link to comment Share on other sites More sharing options...
Rented Posted November 19, 2014 Share Posted November 19, 2014 Okay so I don't know if you guys(yes there's two of you who could have replied) have either not seen my post was too busy with fristyminator's issue did not bother to(yes sorry its a bit long) or could not view the video or just realized that the I/O has an issue that for some reason messes up the hierarchies(well it did on one occasion but I managed to find its cause) If you can't view the video, or have any of the mentioned issues, please tell me as I can not do anything due this issue. Link to comment Share on other sites More sharing options...
Firstyminator Posted November 19, 2014 Share Posted November 19, 2014 (edited) Okay so I don't know if you guys(yes there's two of you who could have replied) have either not seen my post was too busy with fristyminator's issue did not bother to(yes sorry its a bit long) or could not view the video or just realized that the I/O has an issue that for some reason messes up the hierarchies(well it did on one occasion but I managed to find its cause) If you can't view the video, or have any of the mentioned issues, please tell me as I can not do anything due this issue. Haha Sorry bro! maybe i could help with the issue? Maybe post a picture of your heehaarchy ? By the video it seems like you have the same issue as me. You have to edit the index ID's manually in 3DS object props for each item. Shown in OpenIV's Resource Explorer. ( CTRL+R and click your way to [ drawable - skeleton - bones ] and name the dummies in 3dsmax ( Object Properties - User Defined ) with the correct BoneIndex, BoneID and MirrorID relative to the list in OpenIV https://www.dropbox.com/s/2jqpmtpk7stpuwr/Screenshot%202014-11-20%2000.26.38.png?dl=0 Edited November 20, 2014 by Firstyminator Link to comment Share on other sites More sharing options...
Rented Posted November 20, 2014 Share Posted November 20, 2014 Okay so I don't know if you guys(yes there's two of you who could have replied) have either not seen my post was too busy with fristyminator's issue did not bother to(yes sorry its a bit long) or could not view the video or just realized that the I/O has an issue that for some reason messes up the hierarchies(well it did on one occasion but I managed to find its cause) If you can't view the video, or have any of the mentioned issues, please tell me as I can not do anything due this issue. Haha Sorry bro! maybe i could help with the issue? Maybe post a picture of your heehaarchy ? By the video it seems like you have the same issue as me. You have to edit the index ID's manually in 3DS object props for each item. Shown in OpenIV's Resource Explorer. ( CTRL+R and click your way to [ drawable - skeleton - bones ] and name the dummies in 3dsmax ( Object Properties - User Defined ) with the correct BoneIndex, BoneID and MirrorID relative to the list in OpenIV https://www.dropbox.com/s/2jqpmtpk7stpuwr/Screenshot%202014-11-20%2000.26.38.png?dl=0 Oh shoot, I just briefly read your issue and I thought you have problems with character models, my apologies. Link to comment Share on other sites More sharing options...
Firstyminator Posted November 20, 2014 Share Posted November 20, 2014 Okay so I don't know if you guys(yes there's two of you who could have replied) have either not seen my post was too busy with fristyminator's issue did not bother to(yes sorry its a bit long) or could not view the video or just realized that the I/O has an issue that for some reason messes up the hierarchies(well it did on one occasion but I managed to find its cause) If you can't view the video, or have any of the mentioned issues, please tell me as I can not do anything due this issue. Haha Sorry bro! maybe i could help with the issue? Maybe post a picture of your heehaarchy ? By the video it seems like you have the same issue as me. You have to edit the index ID's manually in 3DS object props for each item. Shown in OpenIV's Resource Explorer. ( CTRL+R and click your way to [ drawable - skeleton - bones ] and name the dummies in 3dsmax ( Object Properties - User Defined ) with the correct BoneIndex, BoneID and MirrorID relative to the list in OpenIV https://www.dropbox.com/s/2jqpmtpk7stpuwr/Screenshot%202014-11-20%2000.26.38.png?dl=0 Oh shoot, I just briefly read your issue and I thought you have problems with character models, my apologies. Hope you also get your issues solved Now i just have to try to learn how to properly set materials they can be a biii*ch No for char models i still use GIMS Link to comment Share on other sites More sharing options...
Rented Posted November 20, 2014 Share Posted November 20, 2014 Okay so I don't know if you guys(yes there's two of you who could have replied) have either not seen my post was too busy with fristyminator's issue did not bother to(yes sorry its a bit long) or could not view the video or just realized that the I/O has an issue that for some reason messes up the hierarchies(well it did on one occasion but I managed to find its cause) If you can't view the video, or have any of the mentioned issues, please tell me as I can not do anything due this issue. Haha Sorry bro! maybe i could help with the issue? Maybe post a picture of your heehaarchy ? By the video it seems like you have the same issue as me. You have to edit the index ID's manually in 3DS object props for each item. Shown in OpenIV's Resource Explorer. ( CTRL+R and click your way to [ drawable - skeleton - bones ] and name the dummies in 3dsmax ( Object Properties - User Defined ) with the correct BoneIndex, BoneID and MirrorID relative to the list in OpenIV https://www.dropbox.com/s/2jqpmtpk7stpuwr/Screenshot%202014-11-20%2000.26.38.png?dl=0 Oh shoot, I just briefly read your issue and I thought you have problems with character models, my apologies. Hope you also get your issues solved Now i just have to try to learn how to properly set materials they can be a biii*ch No for char models i still use GIMS Yes thanks it worked... The only thing I can't do with materials is UV Map them as the picture is not actually linked to it, only its name. Link to comment Share on other sites More sharing options...
Firstyminator Posted November 20, 2014 Share Posted November 20, 2014 (edited) Okay so I don't know if you guys(yes there's two of you who could have replied) have either not seen my post was too busy with fristyminator's issue did not bother to(yes sorry its a bit long) or could not view the video or just realized that the I/O has an issue that for some reason messes up the hierarchies(well it did on one occasion but I managed to find its cause) If you can't view the video, or have any of the mentioned issues, please tell me as I can not do anything due this issue. Haha Sorry bro! maybe i could help with the issue? Maybe post a picture of your heehaarchy ? By the video it seems like you have the same issue as me. You have to edit the index ID's manually in 3DS object props for each item. Shown in OpenIV's Resource Explorer. ( CTRL+R and click your way to [ drawable - skeleton - bones ] and name the dummies in 3dsmax ( Object Properties - User Defined ) with the correct BoneIndex, BoneID and MirrorID relative to the list in OpenIV https://www.dropbox.com/s/2jqpmtpk7stpuwr/Screenshot%202014-11-20%2000.26.38.png?dl=0 Oh shoot, I just briefly read your issue and I thought you have problems with character models, my apologies. Hope you also get your issues solved Now i just have to try to learn how to properly set materials they can be a biii*ch No for char models i still use GIMS Yes thanks it worked... The only thing I can't do with materials is UV Map them as the picture is not actually linked to it, only its name. No problem at all just apply the UV mapping, and in the Mapping window, press the [ CheckerPattern ( Checker ) ] in the top right corner and press Pick Texture. Choose the texture you're using for the object you are mapping, and you're good to go mapping your textures properly https://dl.dropboxusercontent.com/u/47832794/Image1.png Happy with my result so far https://dl.dropboxusercontent.com/u/47832794/SideBak.png Everything exporting properly, but i really hope there will be a fix for the ID issues when removing or adding object dummies Edited November 20, 2014 by Firstyminator Link to comment Share on other sites More sharing options...
Rented Posted November 20, 2014 Share Posted November 20, 2014 Okay so I don't know if you guys(yes there's two of you who could have replied) have either not seen my post was too busy with fristyminator's issue did not bother to(yes sorry its a bit long) or could not view the video or just realized that the I/O has an issue that for some reason messes up the hierarchies(well it did on one occasion but I managed to find its cause) If you can't view the video, or have any of the mentioned issues, please tell me as I can not do anything due this issue. Haha Sorry bro! maybe i could help with the issue? Maybe post a picture of your heehaarchy ? By the video it seems like you have the same issue as me. You have to edit the index ID's manually in 3DS object props for each item. Shown in OpenIV's Resource Explorer. ( CTRL+R and click your way to [ drawable - skeleton - bones ] and name the dummies in 3dsmax ( Object Properties - User Defined ) with the correct BoneIndex, BoneID and MirrorID relative to the list in OpenIV https://www.dropbox.com/s/2jqpmtpk7stpuwr/Screenshot%202014-11-20%2000.26.38.png?dl=0 Oh shoot, I just briefly read your issue and I thought you have problems with character models, my apologies. Hope you also get your issues solved Now i just have to try to learn how to properly set materials they can be a biii*ch No for char models i still use GIMS Yes thanks it worked... The only thing I can't do with materials is UV Map them as the picture is not actually linked to it, only its name. No problem at all just apply the UV mapping, and in the Mapping window, press the [ CheckerPattern ( Checker ) ] in the top right corner and press Pick Texture. Choose the texture you're using for the object you are mapping, and you're good to go mapping your textures properly https://dl.dropboxusercontent.com/u/47832794/Image1.png Happy with my result so far https://dl.dropboxusercontent.com/u/47832794/SideBak.png Everything exporting properly, but i really hope there will be a fix for the ID issues when removing or adding object dummies Wow that's quiet nice, did you make that from scratch? Link to comment Share on other sites More sharing options...
Firstyminator Posted November 20, 2014 Share Posted November 20, 2014 Okay so I don't know if you guys(yes there's two of you who could have replied) have either not seen my post was too busy with fristyminator's issue did not bother to(yes sorry its a bit long) or could not view the video or just realized that the I/O has an issue that for some reason messes up the hierarchies(well it did on one occasion but I managed to find its cause) If you can't view the video, or have any of the mentioned issues, please tell me as I can not do anything due this issue. Haha Sorry bro! maybe i could help with the issue? Maybe post a picture of your heehaarchy ? By the video it seems like you have the same issue as me. You have to edit the index ID's manually in 3DS object props for each item. Shown in OpenIV's Resource Explorer. ( CTRL+R and click your way to [ drawable - skeleton - bones ] and name the dummies in 3dsmax ( Object Properties - User Defined ) with the correct BoneIndex, BoneID and MirrorID relative to the list in OpenIV https://www.dropbox.com/s/2jqpmtpk7stpuwr/Screenshot%202014-11-20%2000.26.38.png?dl=0 Oh shoot, I just briefly read your issue and I thought you have problems with character models, my apologies. Hope you also get your issues solved Now i just have to try to learn how to properly set materials they can be a biii*ch No for char models i still use GIMS Yes thanks it worked... The only thing I can't do with materials is UV Map them as the picture is not actually linked to it, only its name. No problem at all just apply the UV mapping, and in the Mapping window, press the [ CheckerPattern ( Checker ) ] in the top right corner and press Pick Texture. Choose the texture you're using for the object you are mapping, and you're good to go mapping your textures properly https://dl.dropboxusercontent.com/u/47832794/Image1.png Happy with my result so far https://dl.dropboxusercontent.com/u/47832794/SideBak.png Everything exporting properly, but i really hope there will be a fix for the ID issues when removing or adding object dummies Wow that's quiet nice, did you make that from scratch? Wish i could say so But i've just added new stuff like the rear Hänsch led housing, the front hella-light holder w/ led housing and redone alot on the model itself. It was rather incomplete The devil is in the details, so i'll keep on adding and removing till i reach the Norwegian look im after This is how it looked from the start https://www.youtube.com/watch?v=jdHAHFLhMD4 Link to comment Share on other sites More sharing options...
kosseboy Posted November 23, 2014 Share Posted November 23, 2014 (edited) i installed this like read me file said, i went and raised the ram to 512 mb and switched to png after i try whit out first, still it says it dont have proper import module in 3ds max 2015. where i can get 2012 version? if that is the problem, this can be frustrating as every info is scattered/dated and answers can made several days later. all i want is giant size player model as 4-5 story´s high and proportionally wide, the texture can be distorted as long the skeleton has normal movement, i was trying to make giant robot from objects in map whit snt 6.5. Edited November 23, 2014 by kosseboy Link to comment Share on other sites More sharing options...
Firstyminator Posted November 24, 2014 Share Posted November 24, 2014 (edited) Herro again Just one curios question The model is now working as i wanted. Fixed the minor issues with general poking into the other models so im almost there! Only thing left is that the Front indicators is lit all the time. Any particular reason why this could be? It's mapped with same texture as the rear ones which works perfectly. And they got the default dummies, only reoriented from the original indicatorlights that was in the lower front part of the chassis. I detached two parts from the chassis, and made them indicator_lf and *_rf , but still they are lit all the time. Edited November 26, 2014 by Firstyminator Link to comment Share on other sites More sharing options...
Firstyminator Posted December 1, 2014 Share Posted December 1, 2014 (edited) Allright. Sorted out the lights issues by seeking out any changes. I found that the vertex Alpha channel has to be different for each light After about 20 hours of exploring Edited December 2, 2014 by Firstyminator Link to comment Share on other sites More sharing options...
Firstyminator Posted December 7, 2014 Share Posted December 7, 2014 As there is no option to import the wft into zmodeler after export in OFIO, are there any guide how to set up multiple liveries on a vehicle ? I've tried to use same settings as the default vehicles, with paint2 and paint3, but still ingame it will not show multiple liveries on my model. Link to comment Share on other sites More sharing options...
MIXAZZZ Posted December 7, 2014 Share Posted December 7, 2014 (edited) Use for 'liveries' 2nd UV channel to your model. Edited December 7, 2014 by MIXAZZZ Firstyminator 1 CPU: i7 4790\ MEM: 32GB ram \ GPU: NVIDIA GeForce RTX 2060 SUPER 8GB Vram \ OS: Win7 x64 Link to comment Share on other sites More sharing options...