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ZModeler v2.2.1 (Build_959)

This evaluation of ZModeler software has the same requirements as version 2.2.0. If you have problems starting ZModeler, refer this thread for additional redistributive modules.

ZModeler v2.2.1
This version has internal changes in some interfaces and not compatible with previouse versions. So I strongly recommend to download zmodeler2.zip from the site rather than updating all modules via auto-update feature.

The following features have been added in this release:

1. GTA IV Import filter.
- Import of scene with objects separation to hierarchy.
- Import of materials and loading of textures.
- Import of collision model
- Import of skeleton model.

The entire mesh geometry is natively stored as a single object in WFT file. This gives a performance boost ingame, but not suitable for editing. The filter provides a Slice Model feature when geometry is sliced to objects which are laid in a hierarchy structure. When this option is toggled On, filter will create a hierarhcy based on dummy nodes and will lay all objects in this hierarchy. This includes geometry, dummy and collision volume nodes. When this option is Off, a single solid geometry is created and additionally a skeleton model is created. When dealing with vehicle models, it's recommended to use sliced model feature.

GTA4 does not provide full varity of materials settings. Evenmore, there are several shaders (see DataShaders folder) which can be used as materials. Each shader has dozen of adjustable options and requires predefined set of textures. In current implementation filter loads reffered textures onto material texture slots and drops adjustable options onto ExtensionsUser Defined Options page. Since no export is available, most of these options have no well-defined meaning and proper range of values; they are also a subject to change later.

Material name is composed from shader name with a cropped default shader prefix. You can change this prefix in OptionsSettingsProfileEditorPreferenceFiltersGTAIVDefault shader prefix. By default, filter uses gta_vehicle_ prefix and removes this part from shader name. Thus, materials apper as vehglass, paint2 etc. which is actually a gta_vehicle_vehglass, gta_vehicle_paint2 shaders respectively. This is also a subject to change, so don't expect it to be a follow up rule.

Additionally, material name might contain [CLR:num] tail part. This is GTA paint-color reference. Value of num could be 1,2 or 3 and it seems like you can use this feature on almost all shaders/materials. Remark: paint1, paint2, paint3 shaders should not be considered as one- two- and three- color paintcheme. These are different shaders for glossy, metalling and other types of car painting.

You should extract all textures from pcmodelscdimagesvehicles.imgvehshare.wtd archive and make a folder with extracted textures a search-path for zmodeler's textures service.
Additionally, you should extract textures from pctexturesvehicle.wtd to that folder too. These are old textures (from GTA3/VC/SA) but they might be used too.
Bump-mapping textures are loaded as disabled texture slots. Dirt/mud texture is loaded, since it requires explicit UV-mapping; damage texture looks like dynamically created and not loaded into materials editor. Environment/reflection textures are rarely specified by shaders, but I recommed to have vehicleenvmap128.png texture be available in search-paths for environment-reflective materials.

Collision volumes are either laid in their own hierarchy tree (when Slice model is off) or added to general hierarchy tree (when Slice model is on) with [COL] signature in object tail. These objects, their names and settings are a subject to change.

Skeleton model is temporary available and should not be used. Consider using Sliced Model option.


2. User-defined options is an extension which is natively supported in ZModeler 2.2.1 and higher. This extension is available on geometry objects, dummy nodes and materials. In general, these options are used by Filters to import/export unsupported data or to configure filter properly. For example, certain shader settings might not be adjustable by ZModeler material settings, and you can specify desired options in ExtensionsUser-Defined options.

Options are distinced by their names, so you have to specify correct option name, or it will not be recognized otherwise.

Prior to ZModeler 2.2.1 dummy nodes were able to store used-defined values, a so-called stored-values. From version 2.2.1 on these values have migrated to user-defined options. These options are properly loaded from old .z3d files and all filters that require these options have been updated to deal with user-defined options instead.

To set user-defined options on nodes (meshes or dummies) you can pick their properites (right-click and pick "properties"; or select several objects, switch to SELECTED MODE and pick in menu "EditProperties..."). Then pick "User-Defined options". You can add/modify or delete options. These operations can be undone via standard Undo/Redo technique.

To set material's user-defined options, pick a material in materials editor; expand "Extensions" tab and select "User-defined options" in a list. You can add/modify or delete options. These operations can not be undone, but it's a subject to discuss or change in futher release.


3. From ZModeler 2.2.1 on, materials editor privdes a check-marks next to each material. When material is checked, it's rendered in 3D view and perspective viewport. This option affects only solid-rendered polygons, while associated wireframe is still drawn as usual.

Default material (the first material in a list) can not be disabled and have no checkmark.
Disabled materials options (on/off) are saved in .z3d file and do not affect any import/export routines.

You can enable or disable this entire feature by togging on/off configuration option
OptionsSettingsGeneralRenderingMeshesAllow hidden materials. When this feature is disabled, disabled materials (even after loading from .z3d file) will be forced to be shown in 3D/Perspective view. Also, when feature is disabled, checkmarks will not appear in Materials Editor (requires restart of ZModeler).

4. Set of minor bugfixes in different modules.







Deposit-files -> http://depositfiles.com/en/files/3z7ity6bm

Rapid-Share -> http://rapidshare.com/files/269289198/ZModeler_v2.2.1__Build_959_.zip
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