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vehicle does not spawn


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GabrielBarbosa
Posted (edited)
Hello guys, I'm having a problem with GTASA, a mod bus that I made, it is adapted with imvehft, I was doing some repairs, configuring the materials to work all the functions of the mod imvehft, only after exporting the vehicle to inside the game, it just doesn’t show up anymore, I don’t know what happened, I deleted all the materials that are used in imvehft, and even then it doesn’t appear in the game, someone already had this problem, how do I solve it ??
Below is the link to download the mod, if anyone wants to open it in the zmodeler.
https://www.mediafire.com/file/7ukxz713bhb3gox/Caio+Apache+Vip+III+(v+1.4.2).rar/file

https://imgur.com/Dd0uJZh
 
 
 
 
 
Edited by GabrielBarbosa
link wrong
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kaisers champion
6 hours ago, GabrielBarbosa said:
Hello guys, I'm having a problem with GTASA, a mod bus that I made, it is adapted with imvehft, I was doing some repairs, configuring the materials to work all the functions of the mod imvehft, only after exporting the vehicle to inside the game, it just doesn’t show up anymore, I don’t know what happened, I deleted all the materials that are used in imvehft, and even then it doesn’t appear in the game, someone already had this problem, how do I solve it ??
Below is the link to download the mod, if anyone wants to open it in the zmodeler.
Vip3 (mediafire.com)

https://imgur.com/Dd0uJZh
 
 
 
 
 

Did you make the bus with Zmodeler ??

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GabrielBarbosa
Posted (edited)
12 hours ago, kaisers champion said:

Did you make the bus with Zmodeler ??

Yes I did it in 2014, the old version works normal, this problem of does not appear started when I was configuring the materials to work the mod Imvehft. I deleted all material and remade everything new, even so it doesn't work x /

Edited by GabrielBarbosa
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Mmmm ... The .z3d file is as useful as ice cream at the North Pole...
Often tweaks the settings of ZM2, and it doesn't have the textures ready to use in the game anyway.
Then, upoload the .dff and .txd files.

Above all, ZM3 is not suitable to be configured with IVF211.
In fact, ZM3 does not recognize materials with different RGB: use the .dff once exported,
the materliali become one.
So we need to get around this by adding the Environment.
In this example file we will already find the materials, in addition to the necessary dummmies:
(Specular always 60, never more, and ZM2 does not allow less:
ZM2 does not have the 'diffused light' setting, so the bright part is always white,
and never in a light shade of the material).
[Expand the Material Editor if it is not possible to set the exact RGB value].

 

____________________ENV___RGB_________TAG
Front Left Light____ 13___255 175 0__ FL
Front Right Light___ 13___0 255 200__ FR
Rear Left Light_____ 13___185 255 0__ RL
Rear Right Light____ 13___155 _60 0__ RR

Fog Light Left______ 22___255 174 0
Fog Light Right_____ ""___""" """ "
Break Light Left____ 19___184 255 0
Break Light Right___ ""___""" """ "
Reverse Light Left__ 21___255 173 0
Reverse Light Right_ ""___""" """ "

Indicator Left Front___13_183 255 0
Indicator Left Middle__""_""" """ "
Indicator Left Rear____""_""" """ "
Indicator Right Front__14_255 _58 0
Indicator Right Middle_""_""" """ "
Indicator Right Rear__ ""_""" """ "

 

DOWNLOAD: https://www.mediafire.com/file/lbyebtr78a5jykt/IVF211example.rar/file

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GabrielBarbosa
8 hours ago, AVTOMAN said:

Mmmm ... The .z3d file is as useful as ice cream at the North Pole...
Often tweaks the settings of ZM2, and it doesn't have the textures ready to use in the game anyway.
Then, upoload the .dff and .txd files.

Above all, ZM3 is not suitable to be configured with IVF211.
In fact, ZM3 does not recognize materials with different RGB: use the .dff once exported,
the materliali become one.
So we need to get around this by adding the Environment.
In this example file we will already find the materials, in addition to the necessary dummmies:
(Specular always 60, never more, and ZM2 does not allow less:
ZM2 does not have the 'diffused light' setting, so the bright part is always white,
and never in a light shade of the material).
[Expand the Material Editor if it is not possible to set the exact RGB value].

 

____________________ENV___RGB_________TAG
Front Left Light____ 13___255 175 0__ FL
Front Right Light___ 13___0 255 200__ FR
Rear Left Light_____ 13___185 255 0__ RL
Rear Right Light____ 13___155 _60 0__ RR

Fog Light Left______ 22___255 174 0
Fog Light Right_____ ""___""" """ "
Break Light Left____ 19___184 255 0
Break Light Right___ ""___""" """ "
Reverse Light Left__ 21___255 173 0
Reverse Light Right_ ""___""" """ "

Indicator Left Front___13_183 255 0
Indicator Left Middle__""_""" """ "
Indicator Left Rear____""_""" """ "
Indicator Right Front__14_255 _58 0
Indicator Right Middle_""_""" """ "
Indicator Right Rear__ ""_""" """ "

 

DOWNLOAD: https://www.mediafire.com/file/lbyebtr78a5jykt/IVF211example.rar/file


Thank you very much friend, I put the wrong link, this z3d is another case, where I saved it as compatible for the Zm2, but when opening the z3d in Zm2 the interface and all the objects were not visible in 3D.
I will leave the correct file in ZM2.
i am having problem with this file here.

https://www.mediafire.com/file/7ukxz713bhb3gox/Caio+Apache+Vip+III+(v+1.4.2).rar/file

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Maybe I did not say it clear enough.
GTA San Andreas uses a .dff file for 3D, and a .txd file for textures.
We need these files to debug, the ZM2 .z3d working file is useless.

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GabrielBarbosa
10 hours ago, AVTOMAN said:

Maybe I did not say it clear enough.
GTA San Andreas uses a .dff file for 3D, and a .txd file for textures.
We need these files to debug, the ZM2 .z3d working file is useless.

Inside winrar there are dff and txd files

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Sorry! I hadn't seen them! 😆
Well, the first thing to do is to fix the textures,

reduce them by 50% and bring the .txd from 14MB to around 3MB...
For example, 512x512 glass doesn't make any sense.
And for GTA-SA never beyond 1024x1024.
Then I'll let you know what I find in the .dff. 

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Posted (edited)

I corrected the hierarchy, there was not one thing that was right...
You have to study an original model, to know how to do it,
they are not things that can be invented.

 

busfixed.jpg


Of course there is still some work to be done in 3D,
and add the IVF211 materials of the lights.
Steer, wheels ans flat shadow I made them.

 

Keep in mind that it is a 450 thousand polygon model,
the carspawner may have difficulty activating it,
and also the game, if there are already many models in the area...

 

DOWNLOAD: https://www.mediafire.com/file/f7b206p5yczr8pa/FixedBus.rar/file

Edited by AVTOMAN
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GabrielBarbosa
On 6/1/2021 at 12:41 PM, AVTOMAN said:

I corrected the hierarchy, there was not one thing that was right...
You have to study an original model, to know how to do it,
they are not things that can be invented.

 

busfixed.jpg


Of course there is still some work to be done in 3D,
and add the IVF211 materials of the lights.
Steer, wheels ans flat shadow I made them.

 

Keep in mind that it is a 450 thousand polygon model,
the carspawner may have difficulty activating it,
and also the game, if there are already many models in the area...

 

DOWNLOAD: https://www.mediafire.com/file/f7b206p5yczr8pa/FixedBus.rar/file

Okay friend, thank you very much, your help was very important to me.
I was away more than 3 years without using Zmodeler2, so I had difficulties, and about the size of the textures, I never had problems with it, some I use 2048x2048,
in this case the paintjob. So the main problem was in the hierarchy?? Can you explain it to me in detail so I don't make this mistake again? is there any page explaining something about the hierarchy and settings of the model "DFF"??

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The problem with textures over 1024 is that they unnecessarily increase

the effort of the graphics engine by 4 times. The game may not load the .txd file.
There was also a wrong size texture, like 400x200 (?!).
Textures must be 2^x -> 8, 16, 32, 64, 128, 256, 1024, neither less nor more.

The main problems in the hierarchy were 5 (that I remember😞
1) The 3D 'chassis' is not optional, it is obligatory.
2) The 3D rear wheels cannot have the name of the dummmy.
  3D is 3D, the dummy is the dummy. To use 4 different wheels we need a special technique.
3) The extras cannot be nested, nor can they have any names:
extra (dummy)
-> number_1 (3D)
-> number_2 (3D)
-> number_3 (3D)
-> number_4 (3D)
Nooooooooooo!!!
extra1 (3D)
extra2 (3D)
extra3 (3D)
extra4 (3D)
Oh, yeah!
4) The 3D of the extras had the setting of the vertices like gta4:
No-Diffuse-Color.jpg
5) ZM2 does not handle transparent materials well.
Transparency must always be activated even at 253 only.
Of course we need to use the tag: my_material[trans].

There is no need for a manual, as I said we need to study the hierarchy of the original SA model.
I made a manual of ZM2, anyway, but in Italian:
https://misterix.forumfree.it/?t=76320907

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