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gui320br

new version of ZModeler 3 now to the import of vehicles gta v

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Z1000

From which game is this S coupe? Wow. Can you put stock wheels?

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G4SHIJETI150

From which game is this S coupe? Wow. Can you put stock wheels?

Stockwheels at the end, Car is bought from Squir (since i'm into 3D-Rendering) I've got some models more, like RS6, R8 V10 Plus 2016 etc.

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Z1000

That's cool, specially this S class. Are you going to release it?

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G4SHIJETI150

Let's see if Oleg brings an Lockingfunction if so probably yes, btw. it seems like there aint an Polyproblem in OpenIV and Zmodexport lets see what V says

 

20690116416_4f6ba03084_z.jpg

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Mr.Arrow

The highest polygon in this game without mod is the cargo plane ( over 100k?)

 

Bur 800k ...lol good luck

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G4SHIJETI150

The highest polygon in this game without mod is the cargo plane ( over 100k?)

 

Bur 800k ...lol good luck

It's an test, when it does not work ingame i just reduce the polycount :D Atleast it seems like Zmodeler3 exports correct finaly...

 

edit: GTA V doesn't seem to like it:

 

ERR_STR_Failure3

Edited by G4SHIJETI150

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Mr.Arrow

Your file must be over 1mb lol ...yay corrupted !

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TheAdmiester

If it's any help, the C63 AMG mod on GTA5Mods is around 260,000 polygons and works perfectly.

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Meeloh

Zmod3 will never have a locking function on the GTA V model filters. Oleg said so himself on the zmod forums.

Edited by HokusaiXL

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G4SHIJETI150

Zmod3 will never have a locking function on the GTA V model filters. Oleg said so himself on the zmod forums.

I know that's what he says, which quiet s*cks... ( I hope for an external locking tool)

 

 

If it's any help, the C63 AMG mod on GTA5Mods is around 260,000 polygons and works perfectly.

I had cars (like my RS7 for IV) with 550,000polys but i think it's caused by too many splitted objects i will look further tomorrow... But it's still quiet nice that OpenIV and Zmodeler 3 don't crash or export an destroyed Model. At the end i will reduce Polycount with Maya or 3Ds Max.

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Bitch Ass Bullshit

 

Zmod3 will never have a locking function on the GTA V model filters. Oleg said so himself on the zmod forums.

I know that's what he says, which quiet s*cks... ( I hope for an external locking tool)

 

 

If it's any help, the C63 AMG mod on GTA5Mods is around 260,000 polygons and works perfectly.

I had cars (like my RS7 for IV) with 550,000polys but i think it's caused by too many splitted objects i will look further tomorrow... But it's still quiet nice that OpenIV and Zmodeler 3 don't crash or export an destroyed Model. At the end i will reduce Polycount with Maya or 3Ds Max.

 

Wow, Squir.com is awesome. Have a lot of Stunning car models. When can we expect your release sir? Thanks for the efforts.

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G4SHIJETI150

 

 

Zmod3 will never have a locking function on the GTA V model filters. Oleg said so himself on the zmod forums.

I know that's what he says, which quiet s*cks... ( I hope for an external locking tool)

 

 

If it's any help, the C63 AMG mod on GTA5Mods is around 260,000 polygons and works perfectly.

I had cars (like my RS7 for IV) with 550,000polys but i think it's caused by too many splitted objects i will look further tomorrow... But it's still quiet nice that OpenIV and Zmodeler 3 don't crash or export an destroyed Model. At the end i will reduce Polycount with Maya or 3Ds Max.

 

Wow, Squir.com is awesome. Have a lot of Stunning car models. When can we expect your release sir? Thanks for the efforts.

 

Thanks, I don't know currently i'm reducing Polycount which can take a while. So this means i'm again at the state of zero right now.

 

Btw. to all of you this is what oleg says for the Maximum Amount of Polys

 

 

by Oleg » Thu Aug 20, 2015 11:42 am

there is some info in model file (after unpacking RSC7-compressed .yft file) that somehow relates to the model size. At least these values grow together with model size. I can't find whether this relates to the model somehow, beside the obvious correlation with an exported file size. for some reason changing these values on original models in a short range lower/higher does not make any effect, so these are not explicitly bind to the model stored, but seems to be important as game crash could occur if I change them much.

 

Packing of files have been revised and rewritten, so old-style "RC20" should not be the problem. Technically, ZModeler can pack you any file size you like (at least any model that you can load into ZMod prior reaching "Out of memory"). The further fate of the model is solely on behalf of the game, whether it will work or not.

 

Note, you should double-check your model with double save-game load. Literally, start the game, spawn your model, destroy it, use Load game to load again, spawn model again. Some well-made models can fail on "use Load game" step.

 

Note, your L1 model is involved in physics computations that might have other limits than rendering capability. E.g. a limitation of bullet-tracing computation code, etc. So, your L1 might be causing a crash in a completely different part of the game, not the renderable poly count limit hit.

Edited by G4SHIJETI150

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_CP_

Roof deformation incoming:
LPjuwSih.png

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Mr.Arrow

I thought roof deformation was hard coded in this game....

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_CP_

And it is - in vehicles collisions.

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panejke

help! It does not work with wheels :panic:

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bizzlezx10r

Would like to know what games ZM3 supports. Because grabbing bikes from Project Gotham 4 would be great.

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