That's another useless screenshot: that's not a program error message, that's the usual Windows error reporting service message which appears every time that an application crashes (this service can be disabled).
Ok, should be as I'd thought: ZModeler crashes when you show one of the hidden objects (looking to the screenshot, seems that program crashing it's caused by the fact that you'd showed all the objects). Try to do this: hide all the objects, export the model in a .pkg file, click on the New File icon and choose to don't save, import the previously exported .pkg file and save it. The program shouldn't get any crash. To get a successful file importing, use the 1.05 version of ZModeler, get it here.
PS: in the objects naming, you haven't to add a space before and after the colon symbol.
HM Series II A.KuS type S HB
Car conversion from NFS4
- Franch88
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Fiat 500 = Italian motorization. Franch88, MM2 eXtreme forum and website Administrator.
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- Franch88
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Now that's an error of the game. The reasons of why it doesn't work in-game can be a lot. Give me the file uploading it from this page, I'll check it and tell you what's wrong.
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- KingAndy
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Nice to see it's working!
BTW, if you did not think about this, I recommend to create a shadow specially for this car, and talking about the shadow, also that lights mark on the road that is visible in some addon cars at night. It always make them look better
Another sugestion: Once you are thinking in convert a lot of cars from this game, why not create just one ar. file with all the cars you will convert, instead of one per car (I don't know if you where doing it like this, but anyway), like The_Most_Wanted and Sajmon14 already did with other cars.
BTW, if you did not think about this, I recommend to create a shadow specially for this car, and talking about the shadow, also that lights mark on the road that is visible in some addon cars at night. It always make them look better
Another sugestion: Once you are thinking in convert a lot of cars from this game, why not create just one ar. file with all the cars you will convert, instead of one per car (I don't know if you where doing it like this, but anyway), like The_Most_Wanted and Sajmon14 already did with other cars.
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- KingAndy
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So you are probably doing it like I suggested, I guess.
I'm pretty curious about this convertions, once this cars are probably low polygon (when compared with the most recent addon cars) and look nice.
I'm pretty curious about this convertions, once this cars are probably low polygon (when compared with the most recent addon cars) and look nice.
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Thanks and making a shadow fixes the see-though.So you are probably doing it like I sugested, I guess.
I'm pretty curious about this convertions, once this cars are probably low polygon (when compared with the most recent addon cars) and look nice.
Edit: Who would like to try it out? beta
https://www.sendspace.com/file/v60vxz
- EnzoSkylineMiura
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KingAndy has some good suggestions, try your best to do the things he's pointed out (not for the sake of him, but for the whole community)
And also, make the car a bigger, by changing the snapping % to 10%, then scale it 1-3 times (whatever meets your liking), in each direction, X, Y, and Z. If you don't understand this, post what you don't understand here. I don't want you mess it up.
And also, make the car a bigger, by changing the snapping % to 10%, then scale it 1-3 times (whatever meets your liking), in each direction, X, Y, and Z. If you don't understand this, post what you don't understand here. I don't want you mess it up.
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- Franch88
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Good to have got the car to work in-game, surely the problem was given right by that wrong objects naming way. Make a custom shadow would be always good.
I want to try a beta version of it, PM me the file.
I want to try a beta version of it, PM me the file.
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The link is on the post 2 up.
I thought the car is big enough.KingAndy has some good suggestions, try your best to do the things he's pointed out (not for the sake of him, but for the whole community)
And also, make the car a bigger, by changing the snapping % to 10%, then scale it 1-3 times (whatever meets your liking), in each direction, X, Y, and Z. If you don't understand this, post what you don't understand here. I don't want you mess it up.
Well I got the new car in and got this in game. The back wheel turned.
If you like to see what is the problem here is the link.
https://www.sendspace.com/file/3n1201
Also, how do I make a custom shadow?
If you like to see what is the problem here is the link.
https://www.sendspace.com/file/3n1201
Also, how do I make a custom shadow?
- Franch88
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I've got the file from that link. As well visible, there are the lights and windows glasses to make semi-transparent (strangely they were so in the ZModeler's screenshot).
To fix the rear wheels turning problem you've to set 0 to the turning radius value related to the rear wheels in the .vehcarsim file.
About the custom shadow, you can make it from the top view in ZModeler: let display the entire car shape in that view, do a screenshot through the print screen keyboard button, paste it in Paint.Net or similar program, cut half of the car's shape, add the alpha channel and put it there, make it of a 50% of gray, make the main color channel all black, force the resizing of the image to 128 pixels of width and 512 pixels of height, put a bit of blurring to the alpha channel to smooth the shadow edges and finally save it as a 32 bit TGA file without RLE compression. All this can sound a bit complicated to do, and there isn't a proper tutorial.
To fix the rear wheels turning problem you've to set 0 to the turning radius value related to the rear wheels in the .vehcarsim file.
About the custom shadow, you can make it from the top view in ZModeler: let display the entire car shape in that view, do a screenshot through the print screen keyboard button, paste it in Paint.Net or similar program, cut half of the car's shape, add the alpha channel and put it there, make it of a 50% of gray, make the main color channel all black, force the resizing of the image to 128 pixels of width and 512 pixels of height, put a bit of blurring to the alpha channel to smooth the shadow edges and finally save it as a 32 bit TGA file without RLE compression. All this can sound a bit complicated to do, and there isn't a proper tutorial.
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