MrGTAmodsgerman 296 Posted May 17, 2016 Share Posted May 17, 2016 What will come first? YDD or YDR Export? Link to post Share on other sites
droidrzrlover 4 Posted May 17, 2016 Share Posted May 17, 2016 What will come first? YDD or YDR Export? Most likely YDR export. Link to post Share on other sites
3Doomer 411 Posted May 17, 2016 Author Share Posted May 17, 2016 What will come first? YDD or YDR Export?Both. ODD wouldn't be a problem, because it's just a dictionary of ODRs. droidrzrlover, Member's Only, BlackScout and 1 other 4 Link to post Share on other sites
MrGTAmodsgerman 296 Posted May 17, 2016 Share Posted May 17, 2016 What will come first? YDD or YDR Export? Both. ODD wouldn't be a problem, because it's just a dictionary of ODRs. I really hope that will happend, thanks for the info Link to post Share on other sites
ProdigyHD 0 Posted May 21, 2016 Share Posted May 21, 2016 So, does anyone know how I can make a model not disappear when you get away from it? Link to post Share on other sites
Mister P 485 Posted May 21, 2016 Share Posted May 21, 2016 So, does anyone know how I can make a model not disappear when you get away from it? You need to make all LODs in order to see it from a long distance. It means you need to make model with different levels of precision. BlackScout 1 Link to post Share on other sites
droidrzrlover 4 Posted May 21, 2016 Share Posted May 21, 2016 Any progress on GIMS EVO V regarding export of odd and odr files? Link to post Share on other sites
3Doomer 411 Posted May 21, 2016 Author Share Posted May 21, 2016 (edited) Any progress on GIMS EVO V regarding export of odd and odr files? I'm kinda busy with my car repair, so...no progress. Edited May 21, 2016 by 3Doomer Link to post Share on other sites
droidrzrlover 4 Posted May 21, 2016 Share Posted May 21, 2016 Good luck on the car repair. Link to post Share on other sites
ProdigyHD 0 Posted May 21, 2016 Share Posted May 21, 2016 So, does anyone know how I can make a model not disappear when you get away from it? You need to make all LODs in order to see it from a long distance. It means you need to make model with different levels of precision. Any idea on how I could make the 'model with different levels of precision' ? Thanks for helping me out. Link to post Share on other sites
Mr.Arrow 763 Posted May 24, 2016 Share Posted May 24, 2016 I'm not going to annoy you or anything,but is it going to came out this week? Link to post Share on other sites
3Doomer 411 Posted May 24, 2016 Author Share Posted May 24, 2016 Dunno. Link to post Share on other sites
Mr.Arrow 763 Posted May 24, 2016 Share Posted May 24, 2016 In that case,I might take a little break for this game,because I can't stand using zmodeler.It's driving me insane,so I gave up using that sh*tty tool . MrGTAmodsgerman 1 Link to post Share on other sites
3Doomer 411 Posted May 24, 2016 Author Share Posted May 24, 2016 In that case,I might take a little break for this game,because I can't stand using zmodeler.It's driving me insane,so I gave up using that sh*tty tool .I know man...that's bullsh*t. MrGTAmodsgerman, Klamath and Member's Only 3 Link to post Share on other sites
MrGTAmodsgerman 296 Posted May 24, 2016 Share Posted May 24, 2016 In that case,I might take a little break for this game,because I can't stand using zmodeler.It's driving me insane,so I gave up using that sh*tty tool . I know man...that's bullsh*t. Its crazy how many bug reports i send to the author of Zmodeler! Its to stupid Link to post Share on other sites
vans123 120 Posted May 26, 2016 Share Posted May 26, 2016 the modding car scene since i can have memory has had zmodeler as is main source, except for that time when making cars with 3dmax was possible at GTASA/VC/III i believe, but what have been for IV/V, theres alot of high quality and excelenty made cars from alot of authors with this tool, sure is not the best, sure is 1 guy developing it, and most important has alot of bullsh*t fails....but to be honest, we are still working with what IV remains in V, like collisions, oleg himself said he has no freaking idea how cars collisions work and that he was lucky IV format somewhat worked for V with some slight modifications....wasnt for that, we would be at stone age to what V modding refers. On the other side you nice way more quality when talking bug wise and stuff, because OpenIV guys are a team actually, god knows how many of them. Non the less, i think is really unfair to bash either work, be it 1 guy alone developing it or a team, alot of crap goes into real life making it impossible to keep them to the day, have Doomer for example with fixing his car. Mr.Arrow, ffzero58 and MrGTAmodsgerman 3 Link to post Share on other sites
MrGTAmodsgerman 296 Posted May 26, 2016 Share Posted May 26, 2016 (edited) the modding car scene since i can have memory has had zmodeler as is main source, except for that time when making cars with 3dmax was possible at GTASA/VC/III i believe, but what have been for IV/V, theres alot of high quality and excelenty made cars from alot of authors with this tool, sure is not the best, sure is 1 guy developing it, and most important has alot of bullsh*t fails....but to be honest, we are still working with what IV remains in V, like collisions, oleg himself said he has no freaking idea how cars collisions work and that he was lucky IV format somewhat worked for V with some slight modifications....wasnt for that, we would be at stone age to what V modding refers. On the other side you nice way more quality when talking bug wise and stuff, because OpenIV guys are a team actually, god knows how many of them. Non the less, i think is really unfair to bash either work, be it 1 guy alone developing it or a team, alot of crap goes into real life making it impossible to keep them to the day, have Doomer for example with fixing his car. I understand that but ZMMaker is a really wried person and he drives me crazy. What ever bug i report, ZMMaker try to tell me that it was my fault. He trying to tell me alternatves for the problem and didnt fix the main source of the problem. For example: Hey ZMMaker, the import of my 3Ds File messed my mesh up in ZM! I try to import the 3ds file in other programs and it still work like charm. Can you fix that? ZMMaker answer: I think you have a wrong mesh export options, just export the mesh as .obj file. Me: I already do that but i lose some materials, can you fix the importer? ZMMaker: There is a limit of multiplie objects in the 3ds importer. I will check what its wrong Months later... Me: Hey ZMMaker, what you have done on checking the 3ds importer problem? ZMMaker: I dont remember Me: I mean, i write you about importing a 3ds file and it messed my mesh up ZMMaker: I dont know, choose .obj file That is the point where i going to be crazy! Its very rare that he fix the point problem. So he never heard of a note block? I can understand that is hard to develop a program like that alone but i would make a todo list and i would start real talk to the users! And when i ask 5 questions with numbers, he will only answer number one! EXAMPLE: "1. What material is the best for the dashboard of V cars? 2. Is it possible to make the interior colorable? 3. Is there any MB limit of YFT files? 4. Which id needs the brakelight_m? 5. Can we create camber wheels?" Answer: The best material for dashboard is vehicle_mesh without env map if you use normal maps. Otherwise you can choose vehicle_generic_detail2 Edited May 26, 2016 by MrGTAmodsgerman Link to post Share on other sites
_CP_ 9,650 Posted May 26, 2016 Share Posted May 26, 2016 2. Yep, use PAINT:6 suffix in material name. 3. It's safe to export up to 4MB model files. 4. 11. 5. Yep, it was explained somewhere in Zmod forum. Mister P 1 Link to post Share on other sites
vans123 120 Posted May 26, 2016 Share Posted May 26, 2016 for example....i wouldnt answer your question number 4, why? because you aint using your logic bro. If every light source from vehicle uses vehicle_lightemissive shader...then ask your brain which shader should use brakelight_m...which is another vehicle light source?...duh "vehicle_lightemissive" Cambering by users is bad, rockstar somehow makes camber by handling or external files, because slamvan has positive camber, which no other vehicle has and it can even switch to negative camber when pushed up with hydraulics, like i said again, alot of research is left to understand GTA5 Link to post Share on other sites
_CP_ 9,650 Posted May 26, 2016 Share Posted May 26, 2016 @vans123 He didn't ask about shader. Link to post Share on other sites
MrGTAmodsgerman 296 Posted May 26, 2016 Share Posted May 26, 2016 (edited) 2. Yep, use PAINT:6 suffix in material name. 3. It's safe to export up to 4MB model files. 4. 11. 5. Yep, it was explained somewhere in Zmod forum. for example....i wouldnt answer your question number 4, why? because you aint using your logic bro. If every light source from vehicle uses vehicle_lightemissive shader...then ask your brain which shader should use brakelight_m...which is another vehicle light source?...duh "vehicle_lightemissive" Cambering by users is bad, rockstar somehow makes camber by handling or external files, because slamvan has positive camber, which no other vehicle has and it can even switch to negative camber when pushed up with hydraulics, like i said again, alot of research is left to understand GTA5 @vans123 He didn't ask about shader. Guys, it was only a example! I know that all, i woulnt ask this ZmodelerMaker Edited May 26, 2016 by MrGTAmodsgerman Link to post Share on other sites
GooD-NTS 2,109 Posted May 27, 2016 Share Posted May 27, 2016 the modding car scene since i can have memory has had zmodeler as is main source, except for that time when making cars with 3dmax was possible at GTASA/VC/III i believe, but what have been for IV/V, theres alot of high quality and excelenty made cars from alot of authors with this tool, sure is not the best, sure is 1 guy developing it, and most important has alot of bullsh*t fails....but to be honest, we are still working with what IV remains in V, like collisions, oleg himself said he has no freaking idea how cars collisions work and that he was lucky IV format somewhat worked for V with some slight modifications....wasnt for that, we would be at stone age to what V modding refers. On the other side you nice way more quality when talking bug wise and stuff, because OpenIV guys are a team actually, god knows how many of them. Non the less, i think is really unfair to bash either work, be it 1 guy alone developing it or a team, alot of crap goes into real life making it impossible to keep them to the day, have Doomer for example with fixing his car. I think people concerned about ZModeler because it cost money. And when you pay for something you expect it to work. Member's Only, Mister P and MrGTAmodsgerman 3 Link to post Share on other sites
MrGTAmodsgerman 296 Posted May 27, 2016 Share Posted May 27, 2016 the modding car scene since i can have memory has had zmodeler as is main source, except for that time when making cars with 3dmax was possible at GTASA/VC/III i believe, but what have been for IV/V, theres alot of high quality and excelenty made cars from alot of authors with this tool, sure is not the best, sure is 1 guy developing it, and most important has alot of bullsh*t fails....but to be honest, we are still working with what IV remains in V, like collisions, oleg himself said he has no freaking idea how cars collisions work and that he was lucky IV format somewhat worked for V with some slight modifications....wasnt for that, we would be at stone age to what V modding refers. On the other side you nice way more quality when talking bug wise and stuff, because OpenIV guys are a team actually, god knows how many of them. Non the less, i think is really unfair to bash either work, be it 1 guy alone developing it or a team, alot of crap goes into real life making it impossible to keep them to the day, have Doomer for example with fixing his car. I think people concerned about ZModeler because it cost money. And when you pay for something you expect it to work. EXACTLY Link to post Share on other sites
3Doomer 411 Posted May 27, 2016 Author Share Posted May 27, 2016 the modding car scene since i can have memory has had zmodeler as is main source, except for that time when making cars with 3dmax was possible at GTASA/VC/III i believe, but what have been for IV/V, theres alot of high quality and excelenty made cars from alot of authors with this tool, sure is not the best, sure is 1 guy developing it, and most important has alot of bullsh*t fails....but to be honest, we are still working with what IV remains in V, like collisions, oleg himself said he has no freaking idea how cars collisions work and that he was lucky IV format somewhat worked for V with some slight modifications....wasnt for that, we would be at stone age to what V modding refers. On the other side you nice way more quality when talking bug wise and stuff, because OpenIV guys are a team actually, god knows how many of them. Non the less, i think is really unfair to bash either work, be it 1 guy alone developing it or a team, alot of crap goes into real life making it impossible to keep them to the day, have Doomer for example with fixing his car. I think people concerned about ZModeler because it cost money. And when you pay for something you expect it to work. So, do I have to make GIMS sh*tty to make money with it? Mister P and MrGTAmodsgerman 2 Link to post Share on other sites
Oleg 2 Posted May 28, 2016 Share Posted May 28, 2016 That is the point where i going to be crazy! Its very rare that he fix the point problem. So he never heard of a note block? I can understand that is hard to develop a program like that alone but i would make a todo list and i would start real talk to the users! I fix most of related problems that I able to reproduce. When something is not directly related to zmod, I suggest a walk-around (like using .obj or using .dae and using "optimize vertices" on import as files being loaded are bugged by max exporter). I have 50 messages in forum inbox that is purged and some discussion might get lost in days. And yes I do have a notes recorded on some issue and a todo list, but these contain mostly identified problems rather than some feelings of something not working as it should. May be I'm wrong and should not do this, but I do actually reduce amount of info replied or questions answered as soon as I found user to be using a warez copy of ZM. We both know what I mean here. @MrGTAmodsgerman. Have a nice modding. Peace. Mister P and MrGTAmodsgerman 2 Link to post Share on other sites
MrGTAmodsgerman 296 Posted May 28, 2016 Share Posted May 28, 2016 (edited) That is the point where i going to be crazy! Its very rare that he fix the point problem. So he never heard of a note block? I can understand that is hard to develop a program like that alone but i would make a todo list and i would start real talk to the users! I fix most of related problems that I able to reproduce. When something is not directly related to zmod, I suggest a walk-around (like using .obj or using .dae and using "optimize vertices" on import as files being loaded are bugged by max exporter). I have 50 messages in forum inbox that is purged and some discussion might get lost in days. And yes I do have a notes recorded on some issue and a todo list, but these contain mostly identified problems rather than some feelings of something not working as it should. May be I'm wrong and should not do this, but I do actually reduce amount of info replied or questions answered as soon as I found user to be using a warez copy of ZM. We both know what I mean here. @MrGTAmodsgerman. Have a nice modding. Peace. So what i need to do then if you lost some inbox messages? The inbox limit is very tiny, so you are using the same forum software and layout that i was used on my old forum. So you beable to set the limit higher which would make it easier to repost the main old questions on my inbox. Edited May 28, 2016 by MrGTAmodsgerman Link to post Share on other sites
GooD-NTS 2,109 Posted May 28, 2016 Share Posted May 28, 2016 i think we should stop discuss ZModeler here and move to it's own topic/forum. This topic is about GIMS Evo. MrGTAmodsgerman and H1Vltg3 2 Link to post Share on other sites
droidrzrlover 4 Posted May 31, 2016 Share Posted May 31, 2016 Back to GIMS Evo V, when is there going to be odr and odd export? Just give a rough estimate please. Link to post Share on other sites
3Doomer 411 Posted May 31, 2016 Author Share Posted May 31, 2016 2016. Back to GIMS Evo V, when is there going to be odr and odd export? Just give a rough estimate please. I suppose, in May. There also a lot of bugs to fix... Mister P 1 Link to post Share on other sites