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28th July 2017.GTA5: Collision attributes added   
 
  

GTA5 collisions models have been revised slightly, big thanks to GIMS Evo for inspiration (these guys are way ahead in deep collision model understanding than me including their support of static collisions and YBN files). So most of options I've added are generally a GIMS point of view on the subject - these options could be correct or might be changing something different in game than declared. Options on the image relates to collision object properties and apply to YDR models only (and later to YBN static boundary), they have no effect on fragmentible YFT files.
 
  

The thing that applies to fragmentible files and any other collision are collision surface attributes. These could be set on YDR collision objects (entries of collision group), on collision objects of any kind and quite remarkable on polygons of collision meshes. Attributes are formerly known as "Flags" can specify in-game capabilities of particular objects of polygons by allowing or disallowing player to climb on these objects, being able to stand on some collisions, use it as cover or specify them as shot-through surfaces. Still can't claim on options names being accurate as they are taken from OpenFormats and GIMS Evo point of view onto surface options.
 
  

One shader definition from running-guns DLC was added to allow additional UV-animating materials be imported and exported properly. This time shader vehicle_track_ammo will toggle UV slide animation when gun is firing. The image shows a Dune 3 model imported that utilizes this shader on a mounted gun.
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13th July 2017ZModeler 3.1.5 release notes   
ZModeler3 core have been upgraded and required to line up version to 3.1.5. Those who download ZModeler for the first time will get pleased by an ability to activate and install trial license straight in ZModeler license window. Single button click and restart of application is enough. In rare cases when platform ID (not absolutely unique) is already in use, creating an account and requesting for ID to be added onto account with trial license still applies as a method.
 
  
Creating and using account to manage licenses is still needed, as you can purchase and activate paid license in your account only, trial license activated inside ZModeler can be used for the quick glance at software with no additional steps needed: just download, run and activate. (read full story...)
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22nd May 2016.GTA:V Characters (Player, NPC) modding   
 
  

GTA:V collections of model (.ydd files) support have been added including import/export of skeletal rigged models. This allows an editing of player model, NPC and ped models at the first place, and opens wider range of editing possibilities for the game content (including minimap, buildings and accessory models).
 
  

Player model modding might require an additional rigging for proper model behavior, so a replacement model can wink and talk properly. Additionally, you might need to do a texture work, as cloth and face wrinkles require a set of bump-maps. Cloth might use up to four displacement bump-layers for walking phases, and face can use up to six bump-layers for different emotions. You can explore (and even utilize on your own models) original game textures for this purpose. On the other hand, you can use generic ped shaders with no need to care of these extra features if you like the look of the model you create.
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24th October 2015.GTA5 Modding video guides   
As the guideline for your modding experience with ZModeler3 a set of GTA4 to GTA5 conversion video tutorials have been made. This will cover the entire workflow starting from importing a model to an in-game tests and final polishing making it possible to learn main options and features of ZModeler3.

The first part of video guide includes geometry conversion, hierarchy assembly and collision setup (including vertices painting, converting objects to compounds and refining collision volumes).


The second part is a materials conversion and adaptation to in-game effects like burnt, emissive light on headlights/taillights, glass shuttering and crash, and a default license plate setup.
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15th September 2015ZModeler 3.1.1 release notes   
ZModeler 3.1.1 and above might require you to use online validation at startup.

ZModeler3 is available for download on the main site or can be upgraded fully via embedded autoupdate. Downloading an entire package is strongly recommended, so you get a properly-configured version at once. This is essentially a security upgrade version, as licensing server have been upgraded to validate the most recent versions only.

An additional constrain to licenses have been applied: your license have to be validated at startup via online validation. You should enable and configure online validation as shown in this guide. Long term licenses (6 month and above) can be stored locally with validation, so ZModeler can run on such a licenses in offline. If you certainly need ZModeler to run in offline mode and online validation does not suit your needs, you should get a long term license. I apologize for this limitation. From this version on, short term licenses (including trial) can be run with online validation at startup, so this is now considered as default startup scenario. (read full story...)
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31st January 2015Watch Dogs modding   
 
  
The plugin for Watch Dogs models have been in a works for a pretty long time and was released few weeks ago. It was generally aimed to vehicles editing but has faced some obstacles related to physics. I have made a quick test conversion of the vehicle and was generally satisfied with the possible conversion abilities even though certain limitations apply.
 
  
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ZModeler3 Version 3.1.5.1167

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Windows XP (SP3), Windows 7 (SP1)

Submitted on 28th July 2017
Recent Updates Submissions

Last submission on 13th September 2017

Export LODs starting from L0 167.42 Kb
UV Mapping channels substituti... 152.66 Kb
vehicle_paint8 and vehicle_pai... 225.56 Kb
Bugfix: rotation of group entr... 328.27 Kb
Bugfix: missing uv channels ex... 152.63 Kb
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