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Adding Extra stuff (eg:HAT) to v3o files.

hat police zmodeler v3o adding to v3o model

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#1 Darren-NYPD

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Geschrieben 10 Januar 2013 - 07:38

Hi, I'm trying to make Police models in Emergency 4 similiar to Emergency 3.
Example: I need the Police Female in Em4 with the hat like EM3. (the model in em4 does have a hat, but the hat is only included to the model of the Police female with jacket not normal uniform.

I know that there is something to be done in zmodeler but I just dont know how.

Help would be greatly appriciated. :)

Thanks
Darren

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#2 Voodoo_Operator

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Geschrieben 10 Januar 2013 - 07:46

I don't personally know the method (Hoppah does, so he might answer you if he's around), but I do know it is extremely complicated and involves a lot of trial and error as well as messing around with text files.

The thing is, animated models (such as characters or animated vehicles) can't be edited in Zmod (they come out all messed up), so you have to go through a complicated workaround.
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#3 Darren-NYPD

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Geschrieben 10 Januar 2013 - 07:54

Hmm , I understand, I tried to insert the model from em3 but it came messed up too. :/
Thanks for your help still..

I'll see what I can do..

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#4 bama1234

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Geschrieben 21 Januar 2013 - 01:17

Hmm , I understand, I tried to insert the model from em3 but it came messed up too. :/
Thanks for your help still..

I'll see what I can do..


Link to Hoppah's tutorial: http://forum.emergen...h__1#entry84804

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#5 ZModeler

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Geschrieben 01 Februar 2013 - 08:39

piece of cake. try zmodeler3 :)

#6 cops

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Geschrieben 01 Februar 2013 - 09:48

piece of cake. try zmodeler3 :)


really O_o ?
Is Zmodeler 3 free? like Zmodeler 2 everything is fully working, only not the import?
Because we have to import the file :P

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#7 ZModeler

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Geschrieben 02 Februar 2013 - 09:30

at least it's free to try :)
Just in case someone would like to try to add a hat to a Ped model, the steps are as follows:

1. import the model (make sure .vmo file is in the same folder as v3o), the model will be loaded with skeleton and should appear properly in viewports (not like you expect it to see in zmod2)
2. create or import a hat model.
3. attach hat model to Ped model
4. switch new Ped model into vertices level. Use Select\Element tool to select vertices of newly-added hat (all of them).
5. pick Rigging\Influence\Copy tool, hover any of selected vertices and click to forice it copy weights. it will (probably) copy weights from the head as it's the nearest rigged geometry.

Export and try in game.

I've used to mod the Animals\Deer01.v3o model, but Peds are probably very alike.

#8 cops

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Geschrieben 02 Februar 2013 - 11:14

I can't import any models? Except if they are .z3d :s

What am I doing wrong :P


Ow and I saw your video... OMG this will change the whole world of Emergency modding ^^

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#9 ZModeler

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Geschrieben 03 Februar 2013 - 12:33

I can't import any models? Except if they are .z3d :s


"Free to try" still needs you
1. to create an account at https://www.zmodeler3.com/account/
http://forum.zmodele...php?f=21&t=5672
2. submit your platform ID into account to get a trial license
http://forum.zmodele...php?f=21&t=5673
3. activate license in account and apply license into software.

#10 cops

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Geschrieben 03 Februar 2013 - 09:40

"Free to try" still needs you
1. to create an account at https://www.zmodeler3.com/account/
http://forum.zmodele...php?f=21&t=5672
2. submit your platform ID into account to get a trial license
http://forum.zmodele...php?f=21&t=5673
3. activate license in account and apply license into software.


I don't get more options... I only got:

Posted Image

Am I doing something wrong? :s
I followed every step (?)

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#11 ZModeler

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Geschrieben 05 Februar 2013 - 04:37

settings -> email -> submit. once you recieve acitvation e-mail, you will follow the link there and accout will be activated. If you don't get activation e-mail within several hours, you can press "notify admin" button there, so you account can be activated manually.

#12 Darren-NYPD

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Geschrieben 05 Februar 2013 - 05:17

Hey, Thanks bama1234 and ZModeler :) I'l Look and follow your steps. Thanks alot again and I'll let you know the moment i get something ready :)

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#13 Darren-NYPD

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Geschrieben 06 Februar 2013 - 01:39

I tried it But in the game the model texture came transperant.

IN zmodeler its ok.
But in editor it came transperant.

anything i should do ?

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#14 Darren-NYPD

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Geschrieben 06 Februar 2013 - 02:41

haha managed. Thanks..

(BTW I will upload this model later so it can be used by anyone making UK mods, since female police wear same/similar hats like what they wear in my country).

Thanks for al the help :D

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#15 Darren-NYPD

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Geschrieben 06 Februar 2013 - 05:22

Hi again :P ... I was working on a Mounted unit (officer on horse).

I made same procedure but when I animated the horse in the editor.. the officer's head sort of was coming out of the helmet when the horse was animating the walk animation..

Also in the editor the horse is coming like this (extra polygons are seen).

Anything I sould do ?

(hope the pic helps)

Thanks! :)

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#16 cops

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Geschrieben 06 Februar 2013 - 06:00

settings -> email -> submit. once you recieve acitvation e-mail, you will follow the link there and accout will be activated. If you don't get activation e-mail within several hours, you can press "notify admin" button there, so you account can be activated manually.


I already activate my account :(
just under the same nickname as here "Cops" :s

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#17 ZModeler

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Geschrieben 06 Februar 2013 - 06:05

it's active now.

#18 ZModeler

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Geschrieben 06 Februar 2013 - 06:15

...in the game the model texture came transperant.
IN zmodeler its ok.
But in editor it came transperant.

Just in case someone has the same issue: the material is exported as transparent if you enable any kind of transparency on material in materials editor. For example, Alpha: Affected by Map/channel toggled on will cause material to be transparent (with no regard to actual affection map selection and a slider position).
Also, toggling Clip pixels with alpha less than will toggle alpha-test transparency on material.


Concerning the rigged models:

In zmodeler, disable skeleton's "setup mode" and move head bone aside. you should see the head and hemlet moving like the single unit. if they not, the weighting of "head" bone did not spread properly onto hat model. Enable setup mode again;

To fix this, set "head bone" as a "Current bone" and use Rigging\Influence\Paint to "spray-paint" weight over the head and hemlet. you can switch setup mode on/off to see when they come to normal "synchro" mode with the rest of head model.

Concerning the horse model - did you load it into zmodeler and saved? or it's an unchanged model started to behave like this?

It's very preferable to apply Rigging\Influence\Normalize tool on any rigged model that you have modded.

#19 Darren-NYPD

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Geschrieben 06 Februar 2013 - 06:38

WAAAA!!! ur amazing haha.. it worked... extra polys are gone.. (Normaliza worked) :)

Only the helmet thing remains

I'll try to do what you said ok?

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#20 Darren-NYPD

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Geschrieben 06 Februar 2013 - 06:40

Btw... How can I find the Head bone? (cause its not a ped model)... its just a custom made model of a sitting person). I used and edited hoppah's motorcycle officer frome e3 (since its for personal use).. this model has no animations.

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Also tagged with one or more of these keywords: hat, police, zmodeler, v3o, adding to v3o model