Missing downgrade for L2-shader "L0CMapT0" in mate

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Expand view Topic review: Missing downgrade for L2-shader "L0CMapT0" in mate

Re: Missing downgrade for L2-shader "L0CMapT0" in mate

Post by Oleg » Sun Oct 09, 2011 8:53 pm

modify\Move, with "move pivot only"

Re: Missing downgrade for L2-shader "L0CMapT0" in mate

Post by DevinXXL » Sun Oct 09, 2011 8:41 am

LoL works now (somehow (?) :D)
Worked after Resetting to parent, NOT to world, don't know why :D
Thanks anyway =D

EDiT: Is there a way to move axes? They're all too high and I need to get them lower. I know it's OT, but we already started talking about axes :D

Re: Missing downgrade for L2-shader "L0CMapT0" in mate

Post by Oleg » Sun Oct 09, 2011 8:17 am

first of all, make sure current object's local are correct (not flipped). Use Display\Local Axes\Reset to world to fix them;

Make sure the object is set up properly for the game you'll export to. The Z axis is commonly pointing from car's back to car's front. You might need to mirror object after fixing axes.

second, make sure the object is not flipped inside out; Modify\Flip can flip visible side of polygon;

third, make sure object vertices are not pointing inside; Switch object to vertices level, select all vertices, if they are not OK, apply Modify\Flip to selected vertices. If normals are still no good, use Surface\Normals\Calculate.

finally, you might need to flip texture, but it's surely a very rare case. Usually mirroring object/axes can fix the problem you describe.

Re: Missing downgrade for L2-shader "L0CMapT0" in mate

Post by DevinXXL » Sun Oct 09, 2011 8:05 am

Now I need help...
I converted a car from GP4, but the texture was mirrored.
After 20 seconds with photoshop, it was okay.
After exporting the car, the textures were on the car inside AND everything was mirrored (every commercial...), but in Zmod it looked okay before flipping. After flipping and recalculating normals, the textures were mirrored.
What's wrong?

EDiT: The textures are always mirrored after recalculating normals... why? Without doing that, the textures look somehow black.

Post by mister chief » Mon Dec 24, 2007 3:57 am

It's me again

REMEMBER don't forget to delete the CTDP textures out of your TEXTURES BROWSER

cheers
mister chief

Post by mister chief » Mon Dec 24, 2007 3:54 am

I had this problem too.
Mean shadows over the car.
I tried to solve this problem for a long time now and I did.
It's real simple.
I imported a CTDP 2005 F1 car and renamed all material names (WCCARBODY, WCEXTRA1,...) to the names I used on my car. Then I imported my car too. Now you have 2 cars imported with the same CTDP texture on them. Now delete the CTDP car. Now you just see your car with the wrong textures on it. Go to Materials editor and change the CTDP textures with yours. Do this for each material name(WCCARBODY,...).Just delete the materials you ain't use. After done this klick "ok" in Materials Editor. Your car should look much brighter now in 3D view.Export now and everything should work fine.

It's like OLEG said. Instead of yousing rF example car I use CTDP car.

Hope I could help you
cheers
mister chief

Post by Black_Knight » Tue Aug 14, 2007 2:37 am

Move your axis down about twice the hight of the car and do your normals. When done move it back to where you had it and export.

Set glass to source colour and source colourwith alpha bleding on.

Post by me100 » Wed Jan 04, 2006 3:20 am

Hi!
I tried this:
"copy "bump" texture onto first layer and your "diffuse" texture onto second"
but without success.

maybe i cannot import models from zm1 :-(
I have this ***king problem on each car ! (the mclaren is without second texture! just
the first one dds-dxt5, modulate+modulate, UV#1)
Maybe i should give up :cry:
(the helmet seems to be ok, but it is not from me :-( - why ?)

My next question: how can i make glass transparent (last pic)?
Thank you!!!!
Attachments
GRAB_101.JPG
GRAB_102.JPG
GRAB_103.JPG
GRAB_105.JPG
GRAB_106.JPG

Post by Oleg » Tue Jan 03, 2006 7:34 am

"shader was reduced" is an incorrect behaviour. Make sure to copy "bump" texture onto first layer and your "diffuse" texture onto second.

Post by me100 » Tue Jan 03, 2006 7:25 am

Re Hi!

the helmet is not the original (import from f1c) and the "shading" is incorrect there too :-(
If i don't use the second texture the result is the same!
I tried your advices but this is the result :-(
Are the switches set correctly set in zmod (texturing)?
And are the options correctly set in export ?
THANKS!
Attachments
bumpmap.jpg
test1.jpg
GRAB_097.JPG
GRAB_098.JPG
GRAB_099.JPG

Post by Oleg » Mon Jan 02, 2006 10:11 pm

how does it look ingame if you remove 2nd texture from materials? Is shading ok?
also, was driver hemlet replaced too, or is it the default one? since it's shaded exactly like the rest of the mesh.

and finally, I think there might be something bump-mapping related. May be game engine forces bump-map shading on vehicle, but without bump-texture it is shaded that way. To test this, create a plain blue texture (rgb: 132,130,255) and assign it as bump map in zmodeler ("dotproduct3" in advanced mode). so, bump (dotproduct3), diffuse (modulate) and reflection (multiplyadd or add with autosphereenv).

Post by me100 » Mon Jan 02, 2006 1:48 pm

Re Hi! i tried it from "scratch" this is what i did and the result is alsmost the same - frustrating :cry:

- import the car in zmod2 from zmod 1 (three parts: wings + body)
- Display -> Local Axes -> reset to world (on each part)
(the x axes move to the other direction)
- Surface -> Normals -> Calculate (on each part)
- Surface -> Normals -> Normalize (on each part)
- Move axes to right position (Pivot only) (on each part)

- rotate parts into correct positions (just rotate geometry) (on each part)
- scale parts (X/Y direction) (just rotate geometry) (on each part)
- move parts to correct postions (without Pivot only) (on each part)

- texture remapping (on each part)
-> load generated DDS-Texture (DXT5, 9 mipmaps) from Photoshop9
-> default material -> no changes !?
- first texture -> no alpha, no extensions
(simple mode, mix with previouse, manual uv #1, wrap uv mapping (linear,linaer))
- second texture-> no alpha, no extension)
(advanced mode, blend operation: ModulateAlpha, AddColor + Modulate,
Auto Sphere Environment, wrap uv mapping (linear,linaer))

Sometimes it looks "good" ingame sometimes bad. still any ideas ? Please help!
Attachments
GRAB_073.JPG
GRAB_074.JPG
GRAB_076.JPG
GRAB_077.JPG
zmod.jpg

Post by me100 » Mon Jan 02, 2006 4:29 am

Thank you ! in zmod2 everything is ok but ingame the same shit - terrible :cry:
Don't know what else to do :-(

Post by Oleg » Sun Jan 01, 2006 11:34 pm

on body object:

1. display -> local axes -> reset to world
2. surface -> normals -> calculate

Post by me100 » Sun Jan 01, 2006 3:31 pm

Thank you! Ingame there are still ugly shadows on the car :-( (see attached pictures). I used Display/Local Axis/Reset to World !??? Please help if you can! maybe its something with the form_shad.gmt ? THANK YOU!!!
Attachments
GRAB_070.JPG
GRAB_071.JPG

Post by vendrig » Sun Jan 01, 2006 10:18 am

it seems normals are rotated. This is caused by a rotated axis I guess. To fix it, calculate normals again + smooth tool to fix hard edges, or maybe something with rotate tool

Post by me100 » Sat Dec 31, 2005 4:38 am

Thank you! i made it anyhow :-). But the tip with advanced mode was good!!!
Last Question: Why is the texture so dark at the side of the car ?
I used "Blend Options" "Modulate" (Manual UV #1) at the first dds-texture and
"Blend Options" "Add" (Auto Sphere Env.) at the second dds-texture (CAR_CUBE_DX9.dds)
Attachments
test.jpg

Post by Oleg » Fri Dec 30, 2005 8:49 pm

to show pictures, you should register on forum; then you can attach images and files.

make sure to simplify texture settings on your materials.

First of all, if this is a single-texture material, set it's texture Apply mode to "mix with previouse" (in simple mode) or to "Modulate" (in advanced mode).
If this texture requires reflections, add second layer: "dx9_cube.dds" texture; set it's apply mode to "low level environment" ("MultiplyAdd") or "High level environment" ("Add") AND set it's UV mapping to "Auto sphere environment".

in most of cases, specular highlight extension should be toggled OFF.

if you have problems with materials, remove all textures except the first one and set it to "mix with previouse"/"modulate".

concerning meshes being flipped inside out:
1. reset local axes orientation to world (display\local axes\reset to world: click on obj)
2. flip object inside out, so it looks ok in zmod (modify\flip: click)
3. recalculate normals if 2. was performed (surface\normals\calculate)

Post by Guest » Fri Dec 30, 2005 12:11 pm

and when i export the date to gmt and look it ingame i only see the shape with inverted textures (textures are not ouside but inside !???). i can just export with specular highlight on (at extension) -> else the file ist 0kb !? This is what is in messagebox after exporting:

ZModeler is ready.
You are opening the file was that was produced by Registered version of ZModeler2.
Missing layer #1 for shader L1CmapAddAlphaReflectT0 in material WILLIAMS_A.TGA. Using the first one.
Missing layer #2 for shader L2CmapSpecMapAddGrayscaleReflectT0 in material WILLIAMS_A.TGA. Using the first one.
Missing layer #1 for shader L1CmapAddAlphaReflectT0 in material WILLIAMS_B.TGA. Using the first one.
Missing layer #2 for shader L2CmapSpecMapAddGrayscaleReflectT0 in material WILLIAMS_B.TGA. Using the first one.
Shader for material "ferrari_2" was reduced to "L2UseVertexPixel".
Shader for material "ferrari_1" was reduced to "L2UseVertexPixel".
Shader for material "ferrari_3" was reduced to "L2UseVertexPixel".

any ideas ??? please!

Post by Guest » Fri Dec 30, 2005 11:58 am

ohhh - sorry!!! how can i show you an image without webspace/URL ???

Post by Guest » Fri Dec 30, 2005 11:57 am

[img]g:\tryzm.jpg[/img][/img]

Post by Guest » Fri Dec 30, 2005 8:47 am

Re Hi!

Yes i copied the file into Install-Folder and after starting ZM2 the file disap.
And there are no things inthe messagebar!!! I also updated to newest version :-(((
(System: XP with SP1 !?)

Post by Oleg » Fri Dec 30, 2005 8:39 am

does zmod load it's profile correctly - all toolbars and commands bar are on proper places? does it remember your settings, dialogs sizes and recent files? if so, download latest zmodeler2.zip file, may be you have some old file in your configuration...

Post by MeSs » Fri Dec 30, 2005 6:35 am

Anonymous wrote:
Oleg wrote:"Install" folder, right? you copied this file into this folder, started zmodeler (the file should disappear from install folder then), and you have empty drop-list in simple mode again?

I have that too.. but it worked ONCE

That was me

Post by Guest » Fri Dec 30, 2005 6:34 am

Oleg wrote:"Install" folder, right? you copied this file into this folder, started zmodeler (the file should disappear from install folder then), and you have empty drop-list in simple mode again?

I have that too.. but it worked ONCE

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