Posts by Cj24

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    [staffnotice]

    Thread moved to Graphic Design & Texturing[/staffnotice]


    Very nice textures! Considering siren controllers are usually mostly flat, it's easy to use very low quality meshes together with textures and normal maps. Glad to see more people attempt custom made textures rather than just using photos, the result is so much better.

    As the livery is visible, it looks like the textures of the car's .ytd files are all loaded. The missing textures are shared textures found in the vehshare files and shared interior files, as explained in the guide. I believe the police cruiser uses the vehshare.ytd and the vehicles_poltax_interior.ytd, both found in vehicles.rpf in x64e.rpf.

    Looks like I finally found somebody to test whether our guides really are beginner friendly :D


    Basicly, ZModeler saves the location of textures, either folders containing seperate images such as png or dds files or complete ytd archives. Additionally, it's possible to set up folders that will always be used, I use that for vehshare textures for example. This can be set up in ZMod's configuration (little icon next to the edit button on top) under Services. I usually keep all my textures in a folder that I add before importing the model. You open the texture browser as shown in the guide, click "Add..." and select your textures (or even a complete .ytd).


    As soon as you select one of those textures, ZMod will remember this folder. When you import a model, it'll look for all textures in those folders with the same names as those included with the model and add them to the Texture Browser. Alternatively, while importing, you can set specific preload packs as mentioned in the guide to either automaticly use all .ytd files in the folder of the .yft or specific files.

    I've released an update to both versions to include placeholders for the stickers. The previous version without placeholders is still included. The 2017 sticker in the default version has been updated to 2018.


    Hey,


    Great to see you back!


    The basic way things work is still pretty much exactly the same, you have materials with shaders and a geometry with LODs. The main difference is that the interface of ZModeler was changed, for example instead of having to put the name of a shader in the material to make it work, you can now simply select preset shaders that add all necessary maps, meaning all you have to do it is select the textures to use.

    A more complicated change are the compounds, which are as much as an advantage as a disadvantage. Instead of having LODs as children of the dummy, the dummy is now a compound that contains each LOD, allowing you to simply switch between the LODs of all objects with the click of one button. The disadvantage however is that compounding and decompounding can be tedious, since it's usually always necessary when having to edit more than one LOD of one or more objects.


    I recommend taking a look at the guide ZModeler 3 and Vehicle Mods, it explains many of the basics. Some parts are obvious when coming from ZModeler 2, but a few things are new or different.

    A very good looking, detailed model, no doubt. From what I can tell from the pictures, it also seems to be a very well done conversion, I'm looking forward to see more pictures!

    The reason why it isn't exporting is because your materials aren't set up properly. There are a multiple warnings for incorrectly set up materials while exporting and one error (which ultimately prevents the export completely), the material "misc 2 generic" has no shader information. Here's some info about material and shader setups: http://forum.zmodeler3.com/viewtopic.php?f=31&t=7350


    There is one big other thing: Your added equipment is not going to work, it needs to be attached and compounded. Take a look at this: http://forum.zmodeler3.com/viewtopic.php?f=31&t=7353


    Manually saved z3d files usually have a lower size, since they are compressed (unlike auto saves). In this case, it seems like all textures are stored in the z3d file instead of being seperate. I have to admit, I have never seen that before and I have no clue how to change it.



    [staffnotice]

    Lastly, please don't post a car's complete z3d file without any credits. It's usually sufficient to post a picture of the messaging bar at the bottom in case of errors during import or export, for further issues screenshots of the hierachy and the material browser are helpful. I have removed the link.[/staffnotice]

    I've added the 1942 plate to the first post. The original California plate is lower than the default plate, so I tried to convert that design to the default size. GreenAid: I hope it's what you expected, if not, please tell me what I could change.




    If anybody else has requests or suggestions for license plates, no matter whether they're based on any real ones or are fictional, feel free to post here and I'll see what I can do.

    I have to ask, since this looks very detailed: What's the poly count? ^^


    Have you considered using normal maps for the keyboard? The touchpad could use some depth, for example.

    The Retro Edition has been released and an update for the original version was uploaded.




    A 2011+ version with dmv.sa.gov text and a 1956 plate as requested by GreenAid was added to the first post.



    The retro plates should be ready now:



    Going to release them together with the update for the current version, which is still in progress. I've also started working on the 1956 plate and a 2011+ plate with dmv.sa.gov text at the bottom.

    That wasn't really my point, I wouldn't have bothered editing the carcols anyway ^^

    I was referring to the shape of the license plate, it's a little bit lower than the current plates. I could either create the texture with the original shape and scale it to the texture or try to convert the design to the current format.

    For those interested, the retro version is going to take a little bit longer as I'm having to update the normal version again. The text on top will be positioned more accurately.

    Federal Signal Cuda TriOptic 1.0

    Notes

    • Includes an optional visor, one mount facing up and one facing down.
    • LOD polygon count:
      - L0: 1082
      - L1: 506
      - L2: 110
      - L3: 102

    Credits

    Federal Signal Cuda TriOptic modeled and textured by Cj24.


    Notes

    All vertices assigned to the badges material must have white RGB and Alpha vertex paint.


    Terms of use

    • You may use and modify this modification and redistribute your work under the condition that complete and correct credits are given, listing all authors and their contributions. Unlocked versions of this modification may only be redistributed if you include these terms of use and a link to the original download.
    • Using this modification commercially is only allowed if credits as described above and a link to the original download are displayed before purchasing and are included with the download.
    • You may not convert or port this modification to other games or platforms without permission.