zenek
Pocz¹tkuj¹cy u¿ytkownik
Posts: 4
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Post by zenek on Dec 30, 2004 15:03:22 GMT -5
czeœæ znalaz³em dziœ w necie takie coœ gta.gamercrew.com/pages/cars,3dcars-camions,0.htmlno i siê tak bawia³em , uda³o mi siê zrobiæ tak , ¿e ten daf jest w zmodellerze2 niech spece od robienia ciê¿arówek pobawi¹ siê , bo te auta naprawde spoko s¹ wykonane ! Pozdrowienia
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roller
Dobry kierowca
SZEROKOŚCI WSZYSTKIM ZYCZĘ moje gg 1535020jestem jako niewidoczny jak mnie niema jestem w
Posts: 109
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Post by roller on Jan 6, 2005 21:46:34 GMT -5
halo szpece od autek dawac tu na te stronke i robic te fury do whosa sa extra dobry pomys³ kolo ;D ;D ;D ;D
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Mroczny
Dobry kierowca
Skinograf :)
Posts: 108
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Post by Mroczny on Jan 8, 2005 4:53:05 GMT -5
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Michael
Zaawansowany kierowca
Posts: 312
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Post by Michael on Jan 8, 2005 5:27:23 GMT -5
No dobre, dobre
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Gremlin
Pocz¹tkuj¹cy u¿ytkownik
Alkohol przeszkadza ci w nauce?.....rzu? szko?e!!!
Posts: 11
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Post by Gremlin on Jan 8, 2005 17:15:20 GMT -5
Próbowa³em przeróbki,po wrzuceniu pliku .dff do Zmodelera 1.07b pojawi³ mi siê model.Zapisa³em to w plik .z3d i póŸniej zaimportowa³em do Zmodelera 2.0.5 ale nic nie widaæ,jakiœ ten filter do plików .psm jest zje***y.
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SQT
Zaawansowany kierowca
Posts: 357
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Post by SQT on Jan 9, 2005 5:40:56 GMT -5
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Gremlin
Pocz¹tkuj¹cy u¿ytkownik
Alkohol przeszkadza ci w nauce?.....rzu? szko?e!!!
Posts: 11
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Post by Gremlin on Jan 9, 2005 6:26:48 GMT -5
Mam proœbe.Jeœli ktoœ umie dobrze angielski to czy by mi nie przet³umaczy³ tekstu dotycz¹cego obs³ugi Zmodelera?
Ok. Let's getting stared to use .PSM filter for 18 WoS:PttM.
First of all, hope you've extracted base.scs file to your My Documents\18 WoS Pedal to the Metal folder (using winZip or winRar). There will appear a dozen of folders, but you should be interested in makes folder where truck models are lying.
Importing
To import a psm file, start zmodeler2, hit Import button and specify a .psm file to open. PSM files contain only mesh data and no materials\textures info, so the mesh will appear untextured. If you wish it to be textured, you have to create certain materials according to makes\_truckname_\share\*.mat files. and, once created, assign these materials to objects according to makes\_truckname_\base\!desc.def file. PSM file contains geometry objects (those listed in base\!desc.def file) and some dummy objects which are used by game engine to position objects, flares and for collision detection. The most important here to note is that objects orientation (local axes or tripod) is very important for the game and have to be followed exactly as in stock trucks. Moreover, each object have some "orientation indicator" which the game engine uses somehow to determine additional orientation properties... or something like that. I've set this indicator to General\External State\Default Compatibility\General bit in object's properties. (you can right-click on an object name in objects browser to see where is this bit set). Or, you can apply Select\ByID tool and check there "General" checkbox to see which objects have this bit set on. I have no ideas why PSM uses such an additional orientation bit, but it's quite important and I warn you to set this bit properly to the objects which require it. Finally, PSM filter does not support animation and, unfortunately, driver and volant objects will loose their obility to be truned or spin in game.
Exporting
To export a PSM model, your scene have to contain proper objects. First of all, it's a base dummy object whose name have to match the name of the file you are going to export. Thus, your scene can contain your car geometry, it's glasses and addons, but all objects have to be set "under" (linked as children to) according "destination file" dummies. Also, the dummy object must be a Dummy Object created via a button in geometry toolbar. If you create a cube and name it as dummy, this will not work, since cube is still a geometry. ok? Hit export button and select "PSM" filter in filetype box. If you are going to overwrite a .psm file, select this file in the files list and an "PSM Filter Properties" will appear where you can add comment, and specify whether you want to lock the file and/or save a thumbnail image. Hit Save button and filer will export all objects under according "_filename_.psm" dummy node. If it fails to find such a node in the scene, an error message will be prompted in messaging bar. The file will be exported.
Loading in game
If you have changed minorly the mesh or created new stuff, it's strongly recommended that you verify things in the following list, or otherwise you might rush into constanly crashing game. 0)! first of all, it's strongly recommended to remove (or comment-out with # symbol) a line in base\!desc.def file which reffers to animation file: anim:"filename.psa" or you .psm file might crash the game. 1) all geometry objects must be listed in base\!desc.def file as a series of material#: "objectnamt:materialname.mat". Where material# is a material with a trailing number from 0 upto whatever you need (but these numbers must be sequentive). Object name must match the name of geometry object in the scene and material name is the name of the file in share\ folder where material properties are specified. It's out of my and zmodeler needs to write here a description of .mat and .tobj files, so you can learn how to write these files on other forums/thread/tutorials 2) each .mat file have to specify textures properly. Missing, or wrong texture will result in crashing. trust me. First of all, make sure material: "material_type" is stated properly (as "vehicle", "glass", "vehicle.colored.reflection" or "vehicle.reflection"). Depending on that material type a certain set of texture layers must be applied. You should examine stock trucks .mat files to get used which texture layers are must. 3) .tobj file have to refer to proper texture names. Note, if you use "vehicle.colored.reflection" material, then it's colored-material texture must match in size with according "reflection-level" texture (usually gray-scale gloss.png). 4) accessories. If you edit description.def file, make sure all access# entries are sequentive. You can comment-out some lines with # symbol, but have to change numbers in description.def file properly.
well, the game will crash much to you. I've spent almost a whole day before an externally-made car appeared in truck-showcase. And spent about a half a day before it started to work in-game.
wish you luck and... BACKUP AS OFTEN AS POSSIBLE and DO NOT LOCK FILE UNLESS THIS IS A FULLY WORKING MODEL AND YOU ARE ABOUT TO RELEASE IT IN INTERNET OR SOMETHING. LOCKED FILE CAN NOT BE RE-IMPORTED!
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