tmoderis Posted March 28, 2018 Share Posted March 28, 2018 hi i searching information for one bug fix. u can see the bug here in photo https://imgur.com/6zziGIW https://imgur.com/BAAqBN9 so like u see car spoiler is in strange shade (spoiler is a tuning part) and every time i edit defoult or i create new with zmodeler i get the same efect with shades. for example if i dont remove defoult reflection effect from model i see it in game as fully chrome part. so if u know how to fix it please tell me. in this forum or by writing an email [email protected] thanks a lot. also all my created modificasions u can find >> here << Link to comment Share on other sites More sharing options...
Another GTA Fan Posted March 28, 2018 Share Posted March 28, 2018 Forgive me if I'm not on point here. But the difference in shading can be caused by either the Normals not being calculated well enough, the vertices have the diffuse color option enabled, or even the textures themselves. It's best you have the normals calculated and have the Diffuse color disabled for the vertices. In Zmodeler, just right click, go to vertices, format, and untick 'Diffuse color' if it's enabled. Make sure 'Normals' is ticked. Link to comment Share on other sites More sharing options...
tmoderis Posted March 29, 2018 Author Share Posted March 29, 2018 ok i try to do that thanks Link to comment Share on other sites More sharing options...
tmoderis Posted March 29, 2018 Author Share Posted March 29, 2018 (edited) in program looks everythink ok but in game still same problem i even tryed to add carbonfiber texture and still same problem, stock bumper looks good but tune bumpers and other parts added in transfender or other tune garage with that strange shade. Edited March 29, 2018 by tmoderis Link to comment Share on other sites More sharing options...
guard3 Posted March 29, 2018 Share Posted March 29, 2018 I wouldn't be using ZModeler if I were you. 3DS Max is better Link to comment Share on other sites More sharing options...
tmoderis Posted March 29, 2018 Author Share Posted March 29, 2018 for modeling i using cinema4d usualy but for exporting in dff i have to use zmodeler cus my 3ds dont have that format right now also 3ds like to crash it self in midle of work so this is the most reason why i use c4d c4d i can leave for the week with open and not saved job cus c4d dont crash and ofc have same tools aas 3ds mayby more if we look in to plugins Link to comment Share on other sites More sharing options...
FWhyKay Posted March 29, 2018 Share Posted March 29, 2018 > 3ds like to crash it self in midle of work I'll let you in on a lil' secret pal....... There's this thing called a save button. guard3 1 Link to comment Share on other sites More sharing options...
tmoderis Posted March 30, 2018 Author Share Posted March 30, 2018 > 3ds like to crash it self in midle of work I'll let you in on a lil' secret pal....... There's this thing called a save button. He he he i know just some times these crashes makes me mad so thats wy i use c4d instead of 3ds Link to comment Share on other sites More sharing options...
guard3 Posted March 30, 2018 Share Posted March 30, 2018 You don't have to use 3ds Max for making the car and stuff. You can make a model in any 3d modeling software you want (Blender, Cinema4d etc). But 3ds max is the program with best renderware stuff support, so just export an fbx or a 3ds, import in 3ds Max, make any necessary material changes (aka standard material -> RWMaterial - aap's plugins) My video shows how to deal with collision and stuff after a successful 3ds Max export: Link to comment Share on other sites More sharing options...
tmoderis Posted March 30, 2018 Author Share Posted March 30, 2018 You don't have to use 3ds Max for making the car and stuff. You can make a model in any 3d modeling software you want (Blender, Cinema4d etc). But 3ds max is the program with best renderware stuff support, so just export an fbx or a 3ds, import in 3ds Max, make any necessary material changes (aka standard material -> RWMaterial - aap's plugins) My video shows how to deal with collision and stuff after a successful 3ds Max export: so if i export model with 3ds i will not have shading problem on tuning add ons in tuning garages? or u not sure about that? Link to comment Share on other sites More sharing options...
guard3 Posted March 30, 2018 Share Posted March 30, 2018 (edited) If you export with 3ds Max, you'll be exporting with plugins that have best support for GTA. That may fix your problem. If not, then we'll see what 3ds Max material editor has to say Edited March 30, 2018 by guard3 Link to comment Share on other sites More sharing options...
tmoderis Posted March 30, 2018 Author Share Posted March 30, 2018 (edited) If you export with 3ds Max, you'll be exporting with plugins that have best support for GTA. That may fix your problem. If not, then we'll see what 3ds Max material editor has to say ok i try it out if it helps. then i realise one hell of the elegy edit ever made ;D everyone wants that edit but untill i not fix the problem with tuning i dont realising it. how it looks in stock u can see in elegy photo that was taken in c4d but u see only front 2jz under the hood, new interior new bumpers new rims also suspension (very simple coils). and real rocketbunny body kit on stock and adapted to the new car shape tune bumpers that i have to fix. Edited March 30, 2018 by tmoderis Link to comment Share on other sites More sharing options...
ItsGamerTime Posted April 2, 2018 Share Posted April 2, 2018 Add _shiny to the name of the mesh, for example: if your tuning part has the name: spl_a_l_b Rename to: spl_a_l_b_shiny Only in the name of the mesh, not of the dummy Link to comment Share on other sites More sharing options...
tmoderis Posted April 5, 2018 Author Share Posted April 5, 2018 Add _shiny to the name of the mesh, for example: if your tuning part has the name: spl_a_l_b Rename to: spl_a_l_b_shiny Only in the name of the mesh, not of the dummy same with the damaged part? for ex. spl_a_l_b_shiny_dam Link to comment Share on other sites More sharing options...
tmoderis Posted April 5, 2018 Author Share Posted April 5, 2018 Add _shiny to the name of the mesh, for example: if your tuning part has the name: spl_a_l_b Rename to: spl_a_l_b_shiny Only in the name of the mesh, not of the dummy thanks dude it works!!! now i can finish my masterpiece elegy Link to comment Share on other sites More sharing options...
ItsGamerTime Posted April 6, 2018 Share Posted April 6, 2018 Add _shiny to the name of the mesh, for example: if your tuning part has the name: spl_a_l_b Rename to: spl_a_l_b_shiny Only in the name of the mesh, not of the dummy same with the damaged part? for ex. spl_a_l_b_shiny_dam Yes, put _dam in the end with the _shiny before Good look with your convertions Link to comment Share on other sites More sharing options...
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