NFS Shift: Import/Export filter (Updated 27 Feburary 2010)

ZModeler2-related discussion. General questions, howto, etc.

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Postby Oleg » Wed Feb 02, 2011 11:02 pm

Shadows bug was fixed. use autoupdater.
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Re: NFS Shift: Import/Export filter (Updated 27 Feburary 201

Postby noto » Wed Nov 23, 2011 8:41 am

hi fellas. I m a 3ds max user and in order to make a mod i pass through zmod. the procedure is pain in the ass cause i m not used to model in zmod...
Could somebody tell me if my geometry from max will get double due to triangleation in zmod when im about to export my model for the gamel?

ps. Oleg really thanx for the nfs filter.
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Re: NFS Shift: Import/Export filter (Updated 27 Feburary 201

Postby LamboMantisMan23 » Fri Jan 11, 2013 11:21 am

When I export the .MEB files, it is 0KB :-(
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Re: NFS Shift: Import/Export filter (Updated 27 Feburary 201

Postby Oleg » Sat Jan 12, 2013 12:02 am

object name in scene should match the file name you are exporting to.
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Re: NFS Shift: Import/Export filter (Updated 27 Feburary 201

Postby alless » Sun Aug 04, 2013 8:08 pm

how can i import a track and that the track parts are not beeing moved? Like when i import a track into zm2 every part is beeing reset and its not in place anymore?
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Re: NFS Shift: Import/Export filter (Updated 27 Feburary 201

Postby Oleg » Sun Aug 04, 2013 11:05 pm

I guess track parts are modeled at 0,0,0 point and placed according to some configuration file... I don't have the game and can't be sure on that.
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Re: NFS Shift: Import/Export filter (Updated 27 Feburary 201

Postby alless » Mon Aug 05, 2013 12:15 am

hmm, i doubt that actually, would never work. 3dsimed opens them but vertex alphas are gone there. Would really like to keep them. Ah and there is one more way to open track that 3dsimed uses, the file is called sgb, i think its something like scn in gmotor games. https://www.dropbox.com/s/5xdess1rngion ... ckpart.rar here are 2 parts of some sidepart of the track and the sgb if you maybe will take a quick look.
Maybe you can improve the shift plugin and make it for zm3?

Ah and somethning off from this. ZM3 support alpha vertex paint for texture blendings right? Just a small tutorial if posibile how to do that would be great please :)
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Re: NFS Shift: Import/Export filter (Updated 27 Feburary 201

Postby Oleg » Mon Aug 05, 2013 12:41 am

I have a tight todo list for zmodelr3 and nfs:shift is not a part of it at all. ZModeler3 is quite different than ZModeler2 and there is no "porting" guideline - in general, the entire filter have to be rewritten. That is why I do not port any ZModeler2 filters.

Textures blending can be configured as:
Shader: dual diffuse +...
Alpha, Blend, Depth: "Transparency affected by vertex alpha" -> off
DETAIL1: load texture #1, toggle on "Affected by map/channel", set "Vertex Color, A".
DETAIL2: load texture #2, toggle on "Affected by map/channel", set "Vertex Color, 1-A".
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Re: NFS Shift: Import/Export filter (Updated 27 Feburary 201

Postby alless » Mon Aug 05, 2013 2:28 am

Thx Oleg, ive got it somehow to work, thought im getting the second texture still all over the first tex. Now i need to get this working for rf2.
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Re: NFS Shift: Import/Export filter (Updated 27 Feburary 201

Postby gulliver » Sun May 25, 2014 9:54 am

good
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Re: NFS Shift: Import/Export filter (Updated 27 Feburary 201

Postby Automan » Sat May 31, 2014 5:12 am

Oleg, the filter NFS Shift is fine for NFS Shift2? ... :)
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Re: NFS Shift: Import/Export filter (Updated 27 Feburary 201

Postby Oleg » Sat May 31, 2014 5:15 am

I don't know. I don't have Shift2 game.
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Re: NFS Shift: Import/Export filter (Updated 27 Feburary 201

Postby plykkegaard » Sat Jan 17, 2015 2:51 am

Goood progress so far learning zmod and the world of modeling

Questions:
How do I convert quads to triangles? Slicing isn't the right thing I assume

Using the create a box or cylinger tool gives me an object where the vertexis is slightly off in angles/sides, should I use "snap to grid" or is there any other dark secret? Positions are really not razor sharp
Slizing the object makes things even worse
Very noticeable when I zooom in really close
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Re: NFS Shift: Import/Export filter (Updated 27 Feburary 201

Postby Oleg » Sun Jan 18, 2015 12:33 am

zmodeler2 can convert individual quads to triangles on polygon level with right-click -> convert to -> triangle.

accuracy is generally controlled with snap to grid and, if needed, a set of Modify\Align tools.
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Re: NFS Shift: Import/Export filter (Updated 27 Feburary 201

Postby plykkegaard » Sun Jan 18, 2015 12:54 am

Whoa I did really mess up here should've been a thread in zmodeler3 forum, sorry ;-)
Anyways I assume your answer applies to the zmod3 version as well?

I will check the align tools, thanks
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Re: NFS Shift: Import/Export filter (Updated 27 Feburary 201

Postby Oleg » Sun Jan 18, 2015 1:48 am

nope, zmodeler3 has no align tools yet. these will have different design and logic behind, so they were not ported as-is from zmodeler2.
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Re: NFS Shift: Import/Export filter (Updated 27 Feburary 201

Postby binarywarrior » Mon Jun 06, 2016 11:36 pm

Hi just bought the Zmodeler2 to learn somethings playing around with Shift 2 and the NFSEnvMap.bmp link is dead? Can this be fixed or another link given.

Thanks in advance
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Re: NFS Shift: Import/Export filter (Updated 27 Feburary 201

Postby Oleg » Mon Jun 06, 2016 11:58 pm

you can use any spherical environment map texture, just convert to BMP and rename to NFSEnvMap.bmp. The game will not use this texture, as it will create real dynamic environment reflection textures set.
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Re: NFS Shift: Import/Export filter (Updated 27 Feburary 201

Postby binarywarrior » Tue Jun 07, 2016 12:04 am

Can you tell again as if talking to some that knows nothing (as that how new I am) :)

download any of those pics? and convert or a specific one

thanks
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Re: NFS Shift: Import/Export filter (Updated 27 Feburary 201

Postby binarywarrior » Tue Jun 07, 2016 12:50 am

Done and thanks again
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