Thus, state switching can appear on nodes directly linked to "truck" root dummy node, or under "collision" dummy node. State options can be applied to an object (geometry or dummy) under root model node only, or under collision node. For example, "Cab_base" is the common cabin base exterior model and it will appear when any of A_cabin, B_cabin, C_cabin, A_cabin_uk, B_cabin_uk, C_cabin_uk is toggled A group "Cab_eu" is the euro cabin interior geometry and it will appear when any of A_cabin, B_cabin, C_cabin is toggled. Bold labels indicate that respective node (and nodes belonging to it) have "state" support and might appear when respetive states are toggled on. Once you expand "truck" node in nodes browser, you will see bold labels for the most of nodes under it. For example, toggle "A_cabin" and "Chs_6x4" and you will see 6x4 chassis with high-roof euro cabin: You should press desired states combination to see a respective truck model parts. These states appear as a buttons on Structure tab of ZModeler's nodes browser: This is a set of conditions (I prefer "state") that game uses to toggle certain visual parts visibility on/off. Objects are not shown in 3D view since their visibility condition (variant, state, switch) is not matched. You might notice that no object has apper in any views, while objects are listed in scene hierarchy of ZModeler's nodes browser. Now I get no errors or warnings on import. For example, I've copied "ui_vehicle_reflection_s.dds" and renamed it to "vehicle_reflection.dds": Locate this folder and copy any suitable file with the name of missing texture. Then reset scene (File\New) and reimport, so you have all textures loaded properly:Īn error indicates that "vehicle_reflection.dds" texture was not found in "material/environment" folder. If you get an errors regarding missing texture files (usually related to "environment reflection" textures, you should copy any environemt texture into respective folder under respective name. Press Import button in dialog to import a model.Īn errors and warnings might appear in ZModeler 3 log window, so pay attention to logged errors. Both case are suitable for import/export, it's upto you to choose the one you need. If you toggle this option off, the filter will chop model into parts with respect to used bones (instead of used materials) and you will get a set of objects that you can animate. Thus, you can create and export soft-skin a 3D model. When you import an animateable model, an option "merge models" will create you a single 3D object and a skeleton with bones for bone-weight skinning. If your model is not split into many parts (like original game models) you should disable "merge models" to get objects split by materials within each group. If you have a model that has lots of groups (for each parts like headlights, front grill, glass etc.), it's preferable to use "merge models" - you will still get your parts separated as objects. Both case are suitable for import/export, you might choose the one you like. If you toggle it on, it will merge objects inside one group into single 3D object. Merge Models option should be toggled off. An options dialog box will appear in the bottom:Ĭlick on a wide button next to "base.scs:" label and specify the folder where your base.scs file was extracted to. Locate a folder with extracted base.scs file on your hard drive, then open there "vehicle" -> "truck" -> "man_tgx" and select truck.pmd file. Start ZModeler 3 and press Import button in toolbar (File\Import command in menu). These files will not affect the game and are not required to be shipped with your mods: they are only supplied to make ZModeler load GPS material properly for truck interior models. Your copy of ZModeler 3 should have a valid license (trial or real) in order to Import or Export.Ī GPS texture (attached to this guide) as a set of "gps.tobj" and "gps.dds" files should be extracted into "vehicle" -> "truck" -> "share" folder inside the folder you've extracted your base.scs file to. Original game base.scs archieve must be fully unpacked, so all materials and textures are available for ZModeler 3. This is a command prompt tool released by SCS and it's beyond a scope of this guide. To unpack original game content a scsextractor is required. The SCS Soft Prism3D.zmf filter used in this guide is version 3.0.2 Build 162 later versions apply. The version this guide was written with is 3.0.2 Build 1007 later versions apply. In order to mod ETS2 3D content a ZModeler 3 is required. See Changes log in the bottom of this post. Euro Truck Simulator 2 PMD/PMG/PMA filter guide for ZModeler 3
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