#modeling
1 messages ยท Page 11 of 1
the hood looks 100x better.
A 3d model i used as reference yeah, like those on gamemodels or 3d warehouse
But usually they are high poly
I sometimes forget about bevels and end up with blockier models when doing low poly
Ty for reminding me
๐
the best part is, if you make your truck work with tsars trailers, they will automagically work with mine.
and then they were automagically work with the trucking mod as all they have to do is pull the trailer!
Thats true, i gotta contact them and ask for permission
Im still getting to grips with the coding
Oooh
Thats cool
I'm trying to model a Chevrolet Caravan using image references, i will give a try to using another model as reference
Mmmmm spicy
Wich version? Diplomat? SS?
75 SS
although i like the Diplomat front more the SS looks good af too
anyone here ever write frag shaders?
The whole thing is pretty neat, the transparent textures are pretty groovy - and the interior work too!
the transparency is the issue.
if i can get that to work right it'll make cars SO much better
I'm not really good at textures and whatnot, but what seems to be the issue with the transparency?
it's not a texture issue
it's the shader i wrote.
see how the backside door is missing?
Oh I see now
Do you think maybe the game is culling animated objects that otherwise might not be seen?
it's the shader being weird with items on the z.
Ah, well darn I couldn't say I'm familiar with anything of the sort
ghost driver
Looks great and fun to drive ๐
i am working on getting a transparent windows shader for cars.
is there a way to connect two object to each other in blender? I am trying to connect clothing models to character model
I want to connect clothing to the model, and then make some animations
for example:
I want to put backpack on my model, and want it to move with the model as animation going
oh
@silver cypress this is your territory
i call upon THE POWERS OF THE DEVS! hear my call oh names of crimson and contemplate my plea!
@fluid kernel i have some basic knowledge of shaders in GLSL
well.... feel free to read up
How come it's working in the first image?
welcome to the party!
the second image is how it looks when you start the game.
if you remove the windsheild and put it back on you get the first image.
the video is the first image but in action
Ah ok
as long as you got south or west your can see your player.. north or east you poof.
That's so strange
What are shaders like in pz? Do they use base GLSL or HLSL or their own version?
dm me and i'll send you what i am using
you make them work and you will be making a ton of car modders happy.
mainly me but whatever
XD
Ok I can definitely try and help out, I'm still fairly new to shaders but I'm down to try and see what's going on, no promises though ๐
alright guys im sending in the progress i've made
im currently painting the body
made sure to make it look nice when you take off any body panels
I think im gonna redo the seats and headlights aswell
Textures is a thing I've always been struggling with
looking nice
Any ideas on how I could improve the headlights?
could you add more cowbell to it
yup!
great job
Does your custom shader work on vehicle parts that have animations?
shade smooth the bags and the bottom of the army helmet's strap is clipping through the guy's face
its just too small compared to the actual thing
its like a biscuit compared to a button
check the image i sent
this one
look at the horns
well sure why not
Let's see if someone can give me a hand. I'm putting an item in the game, and everything goes well, it detects the 3D model, the icon, the texture and everything, but when I try the option "place item" I get this error: "LOG : General , 1678157572466> bugged action, cleared queue ISDropWorldItemAction" Does anyone know what this could be?
Kar98k? Looks nice but it miss the little hole for the strap on the rifle butt tho
It's a Springfield!
How many polygons is too much for a car model?
Personally, I do no more than 5k-10k
But how much can the engine handle?
You can do 100k+, but I don't think it's wise
K, thx
5-10k is for a danny/ki5 level model though. with all removable parts etc.
why is the Tilezed pack viewer doesnt work?
@crimson scaffold heey! congrats man, your fire truck is on fire ๐ฅ ๐ its looks amazing
Believe me His not going to respond
You know this Cloth Stuff Right?
How did you import X Models to Blender?
@broken mauve
Thank you
Just out of curiosity, would this work for Blender 2.79?
no clue
I'll give it a try, anyway.
Give it a try
The export option shows up when I go to File->Export but there doesn't seem to be one for File->Import.
I think it'd be a good idea for me to be able to import already existing models so I can get an idea for polycounts, rigging, etc.
Sure enough, it says the only location is on the export option:
I suppose I could make do without importing existing models. It would just take a lot more trial and error until I get what I want.
Well, I've found this. So, I'm going to try that out for importing: https://github.com/poikilos/io_import_x
And, it's not showing up... I'll get somewhere soon.
hii Fox, do you have a hint to how do i find the animations in game that is not associated to a value, like that from CharacterActionAnims
as example "BlowTorch" is just a isolated string, no liked to a global variable like i mentioned, where do i find all isolated strings animations?
better than nothing, but maybe missing, i made a dump file of animations
or someone that knows about in game animations
Sorry for multiple posts. But, if anyone needs, I've found this works for at least the static models in PZ: https://github.com/rundaaa/ZomboidImportExport
Heya, um
I need a bit of help
When I put it on ingame i dont receive any errors but its invisible
I literally get 0 errors in the log wtrf
*wtf
idk if this is normal but i see this inside me
when that happens to me i usually use a very small solidify modifier so there are faces on both sides
or maybe recalculate the normals?
i havent made clothing mods yet so it could be something else sorry
guys
finally in game
i have a question tho
the hood opens like in the IRL vehicle
but should i make the hood area in front or in the sides to make more sense?
it has an engine btw its just not in the model yet lol
idk what to do
only error im getting in logs is 1678262606918> ModelScript.check> no such model "???.jacketworld" for Base.sLeonsBomberJacket.
and it doesnt like the world model and refuses to use it, but idc about that when the fuckign thng wont even work when i put it on
checking it from the sides makes more sense but it would overlap with the wheels area, so idk if its better
also does anyone know how to add physics boxes to vehicles?
what are the zomboid blender export settings for clothes
pretty sure its that now
k i bdont fukcing know
its something to do with the rig or scaling because by fucking with it i could get it bigger but it looked weird and now its invisible again and it wont fuckign work and nobody is helping so i give up because its almost 3am
it would randomly appear (like in the screenshot) and then disappear based on how many times i exported it
so i dont know and i dont fucking car eanyhmore
please tell me the export settings because im 19239213912932194 suire thats why its not working and its making me mad
if i make it super suepr big in blender i get this
so it is there but its not liking the rig or something and thats why its folding into itself??? i dont f ucking udnerstnad
heey people if you do tweaking vanilla animations or made new ones, knows how can i do an existing animation be non movement lock? my timed action is set to stoponwalking false but some animation have it hard coded, any way to make a copy from .xml and unlocks the movement?
do you have some guide for modifying existing/vanilla animations? im trying to make modification about non block movement do you have recommendations about that?
on the sides in front of the wheels.
SPIDER PEOPLE!
how to make pants withone has option to put inside boots or outside?
What are the blender expert settings?
export or expert?
@fluid kernel yo its okay to dm you?
edited:
i suppose its better to post it here (if anyone got interested feel free to react/respond this/dm me)
im grouping up with some people, to do a mod big enough to not be able to do it alone,
currently are some people into it,
3 dev, 2 artists atm, are you interest to hear about it idea/brief?
its is an fast travel, using bus, and some inspiration about animations of bus from differents epoch of evolution of the sims
that emerged, from two feedbacks, talking about "god im really bad driving", and for mp admin to enable a more balanced way to use tp mods,
because the idea of bus, are to have some schedule of working time hours like 6am to 19pm, and need to catch on the edge of streets... i can share with you the complete text about it
sure
okay! send to you there
https://discordapp.com/users/195731919424585728
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
nice!!
for people with anim skills can you help me here please? 
#mod_development message
I'm having trouble linking fbx files to the item i think. I'm getting the following error:
Failed to load asset: AssetPath{ "media/models_x/skinned/belts/bbelt.fbx"}
however the files does exist at that location. the path is right in the fileGUIDTable.xml file to the clothingitems xml file, which links to the fbx file with the right path. the GUID is correct also. I cant help but feel im missing a reference somewhere but its all guessing right now.
its clearly trying to load it, but something has gone awry somehow
my mistake, i had the wrong bone selected in Blender. all working now ๐
GUNTS
Looks great, love the art style and texturing
nice kar98k and g3a3
and springfield at the tippy top!
so i tried adding leons pants
and now both my jacket and the pants are invisible
and the jacket worked before, and i didnt do anything to it
im trying to use self:setActionAnim("RefuelGasCan") and walking while doing it, how can i do it?
the anim have both legs locked
if anyone wants to look
because i really dont kniw
the jacket works fine but i added pants and set them up like you should and now nothing does lol
i thought maybe it was the fileguidtable but i dont think sop
can i override or free from masks?
that was to fullmetal.
aah
as for yours.... remove the animations from the legs and set it to a mask.
im reading the X file, and have Bip01_Pelvis and stuff, is this? im not get used to animations
then the jacket went invisible completely even without the pants on, world models for them dont appear anymore either
i dont know how to do it
if you are doling a timed action i dont think you can.
ok
k wahtever
idk what to do
i even made it a seperate mod with just the pants
pants still invisible
did you check that image?
#modeling message
Yes, and the only masks trhe pants use are 9 and 7 lol
the guy isnt invisible, the clothes themselves are.
it doesnt even make his legs invisible, so i dont fuckign know
\
Did you make the mask for it?
G3 and kar98โs fucking awesome
....???
I've never had to "make" masks for anything in any of my clothing mods or gun mods
they've just worked
I get that but sometimes if it's a custom one you need to always make a mask for it
i am so confused ๐ฆ
You know what a mask is right?
testing out the different variants
now gotta add the 2 axle variants
and fix the horn lmao
engine is now placed
is that scania?
so good.
check the pins
all variants finally working in game
just some tweaking and replacing placeholders and the main objective will be complete
is this the caravan? you got the hood perfectly imo
do those use HSV colors?
unfortunately not, i didnt learn how to do it yet, what i did was get the 6 main color options for the 113h
and code them as skins
how do i do it?
dm me and i'll show ya.
you can even have it as an EXTRA skin.
so all your existing ones, AND an extra one that the game randomly colors.
you gotta buy me dinner first for that!
lmao sorry fkin autocorrect
hahahaha
Yes it is
I am really happy with how the hood looks
the whole model is looking good m8
Ye
the tail light color details can be done through texturing
and the topology doesnt look too complicated
got a model as reference and made a lower poly version, the 113 itself doesnt use too crazy formats so its easier to make a simpler model
i used a 3d model side to side with the one i was modeling
Oh ok
Thats a good idea
After the Caravan im thinking about making a Veraneio
And i have a really good model of it, so i may try using it as reference
noice
wich year
1975
very nice
Ye
But i might do a Suburban
Since they look the same and a suburban is more well know
thats true
id do a D20
there is an abandoned d20 bonanza right outside my house
im so frustrated that i cant buy it and fix it IRL that ill model it and fix it in pz lmao
Can anyone help me with hair modding ? I have the modded hair but whenever i go into the game to test it , it just comes up as bald hairstyle
Work in progress re-animation based on the ones from Train to Busan
wait shit that doesn't embed
There we go
Advice / critiques always appreciated. I haven't really done much curve editing / cleanup yet, so it's pretty rough still.
Changed up some of the arm movement and added a bit of stretch / squish. Will work on it more tomorrow.
That's really cool. If you don't mind, how are you going about doing animations? If I'm not mistaken, those are also a part of the FBX file formats?
https://steamcommunity.com/sharedfiles/filedetails/?id=2867805604
Here's the guide I used to get my Blender setup for PZ.
Thank you! I'll look into it.
how do you imagine the poster from a mod that deny you to use pause button?
i will release it today, by im not inspirate to do a great poster for it
a pause button with a big red cross on it
it will add a slow mo instead, like dark souls and elder ring, and gta slow mo while selecting the gun
it can adds more inspiration to it? that similarities and slow mo that i mention?
an old watch with pause button in the middle?
and another inspiration to create the mod, was, the concept
when you are about to die, all you life replays in 1s in front of you,
and human average reaction happens in 0.25s, it is like you thinking too fast, to decide what to do, that feels like the world around you is moving in slow mo
like max payne bullet time, matrix bullet time, wild west slow aiming multiple enemies in slow motion (like red dead redemtion, call of juares, overwatch)
im struggling to do an good representation because of multiples references like this,
an represetation that can be associated with bullet time, moving/thinking so fast (like the flash), dark souls stuff, eager bulls eye time, max payne and matrix
mmh
anyone know how to open the X model files in blender?
There's a really hacky method involving fragMOTION and Blender Source Tools.
im assuming you cant just convert the x to fpx or dae right
sorry im fairly new to modding and modeling
Same here. I haven't actually tried the fragMotion method, that's just what I heard.
How does PZ handle animation interpolation
Like does it smoothly transition between them or do the anims need to be 1-1 at the point where they switch for it to look natural?
i believe there is an X importer tool for blender
this one
question
if i have a bunch of materials that have no texture and are just colors, would that work in zomboid or would i need to create textures for zomboid to use
it would not.
but you can make a simple texture with one pixel per color and just map those parts to the part of the texture.
ah, okay. i'd have to split up the model to do that kind of stuff though, and theres no UV's already so i'd have to make thjem i guess?
i have a .mtl file, could i possibly do something with that?
You would have to make a UV yes
Zomboid uses single textures, so you would need to map out each part of the gun to the respective part of the texture to match that part of the gun
i've no idea how to do that!!!!!!!
walk me through it
psl
pls
or i can cashapp/venmo u 3 dollars to get it working texture wise and stuff and i just set up the rest lol
UV unwrapping isn't PZ specific. It's actually one of the most basic and widely documented pieces of information when it comes to rudimentary 3D pipelines.
Great time to learn
As it is the fundamental basic of any modelling project there are plenty of documents and videos teaching you on how to do it ๐
can i get a help for blender exporting?
i want to get some advice of my modeling
anyone could help me out while watching mystream?
Does anyone know how to fix this?
target the tile under the table to place an object on it
Thanks, but I am asking about the messed up model
oh sorry, when you're handling it you mean?
I'm not familiar with PZ modeling but ain't there a bone stuff when you attach it to the hand? probably some scaling issue from what I can see
Brita's armor pack has some UCP gear, and if you're not into that, West Point Incident Pack has retextured vanilla gear in UCP.
i cant realy see much of the model. It looks like its squished into a smaller object. did you apply object transform before exporting?
what happens if a texture is larger than 256x256
will the game break
or can i use textures that are bigger than 256x256
*for weaponbs
is there a way to seperate uvs
cuz this is ridiculous, trying to get taht to work is just not XD
UV editing shit
i got it in but its transparent on one side, how would i fix that?
yeah it's nuts
its also like that in blender for some reason
when i exported it and reimported it to do scaling
so im not really sure ._.
i upscaled it cuz it was a bit small and yea
nvm i figured it out
problem was the material in blender had a alpha texture specified for some reasonb
XD
now to rescale it cuz i didnt save it and reloaded
then its done!
its still fucked up ingame
wtf
how do you get custom gun sounds to work
i have these all set up but it seems to be ignoring only the fire sound
im building a conversor from .x to fbx
using assimp
i found out an global bug in all .x to have mesh * {} with particular pattern of ; ,
and this is crashing the importer
theres any reason to .x for pz have this strange mesh?
does indie stone use a specific config when exporting .x?
edit:
for those who want to pick up where i left off, here is the git repo, it was a long way to be able to install and use assimp, but with vcpkg was the easy way, its a cpp program to use assimp lib
https://github.com/rslgp/PZconverterXtoFBXAssimp
@supple fiber
@vagrant yarrow
@devout oar
any idea?
the converter is done, with multiple postprocessing optimization options, but the importer is with that reocurring trouble/crashing
about ;, pattern inside Mesh {}
im gonna check this
#modeling message
and this, and this
#mod_development message
Thanks man!
Also with the britas, wasnt it that it was only made for women? The UCP gear
is there a mod that increases the portable weight?
The importer should discard the line.
its fine to ignore whole Mesh {...} data?
i will do some tests and let you know :))
thanks for the clue
Np
Mesh data is used in what? should i paste an examples of it here? to clarify what im talking about?
in .x it appears
Mesh name {int, floats;, floats;,... a bunch of triples floats}
Mesh Mesh {
617;
0.071097;0.767924;0.010935;,
...
0.087680.741941;-0.000704;, <--- found it, there is a ; missing
0.057006;0.70973-0.030946;,
0.043922;0.742241;-0.015989;,
Okay so.. I'm sitting in-front of my laptop now..
First:
Second: Don't @ the devs. Bad idea generally to spam that.
Oh so you're talking about the .x file itself.
I thought you pinged me in reference to ZedScript Mesh defs.
sorry!
There could be different interpretations (and / or) different compilers that handles erroneous data and the one you're using fails.
i mention only the releated to .x model or assimp too
Keep that in mind when working with text-based formats for anything really.
Okay so you're the one building this converter.
Since it is coding, it might be more appropriate to hold this conversation in #mod_development however I'm not sure what the rules are since it involves models.
You'd need to have 3 arguments for a Vector3. I'd assume that the missing definition would be an origin value (0.00) in this case.
i manage to fix the previously bug, it was my sanitize function, because i find out that is not possible to import without sanitize the .x first
This would make sense. Having the file full of default values would make it larger than it should be.
but now, im able to export successfully to fbx BUT
the fbx version are different, and blender is not reading it
FBXVersionIL <- exported
FBXVersionIโ <- blender compatible
Blender...
Blender is so nice however their IO libraries have issues with these bigger formats.
I have a task in my backlogs to fix importing animations for .X files in Blender.
i can send you two fbx, one with heavy postprocessing to optimize and reduce fbx
and other a basic one
ooh thats fine
I don't think there aren't any, so far i only saw the marine marpat, and other old BDU's.
I new to modeling and modding in zomboid so probably not
i've made lots guns
Does anyone know why my weapon sound refuses to work no matter what i do ๐
can someone please look at it ๐
That's a lot of German Weapons
three of them
believe me i am so tired of making ww2 era german guns and i only made 3
Well it looks good
Is the bumper part of main base?
Or is it separate model?
Part of the main base
Thanks
Should it be a separate model?
Depends on how you do it
I'm just curious not stopping you
Hey the model looks pretty well done
Thx
Its my first model ever and so far im pretty happy with it
Just learning how to model
Im extruding the main base and doing the shape with the extrudes
With the vertices i mean
Well you might have to delete some faces
Inside the vehicle
I mean the bumper
Like inside
Because you won't see it in game anyways
When you're done with the model join them together
Only when you're done with the model
Ok
Ctrl J
I think to join them together
Do it when you're done with the model
Make a save in case
Ok
They look awesome
Believe me Cau your gonna be doing a lot of work
i don't count that one cuz it wasn't used by freaking nutzis
They're German Weapons
like yeah they're german but the nazi ones are lame
They're were made by the Germans
i'm aware
I just mean as in German
i know
Wdym
Well when you're done with the model you have to work on the UV
Because without the UV No Textures will be applied well it will but it's gonna be confused
Ye
Ik
I dont know shit about UV mapping
Hope it is not as hard as it sounds
It's hard when you don't know what you're doing
As is the case with literally anything 3D nowadays.
If there were no such things as UVs, games and movies would look much more flat.
May as well be playing a 3D game on the SNES Super FX chip at that point.
Although, Starfox had simple UVs in some cases.
yup. logo had to go somewhere lol
Don't worry you will learn it
the bumper hates doing you, too /s
looks alright though 
Sooo idk what it would take to get a texture and mask mod made but I was trying to get this hoodie and mask into the game
Yes I am clinically insane
If you aren't already a modeler, some retextures of in-game items would be a lot simpler.
Yeah sadly I'm not a modeler๐
So I gotta find someone who can
Well maybe I can make it for you
Thank Christ
that would actually be really easy to make.
When do you think you can have it done?
Are there any guides about how to create a car mod?
Well I just got back so
I will start on it
Yes there is actually
Hello and welcome to my tutorial. It covers full workflow of vehicle creation for PZ. If you are a complete beginner in 3D modelling, you'll have to watch/read additional tutorials, I won't cover every aspect of model creation and 'where this button is located'. I divide vehicle creation in these...
- The first thing you want to do, as with most mods is to create your mods folder structure, use the image below as a reference, replacing MOD_NAME with the name of your mod: Spoiler mods MOD_NAME mod.info MOD_NAME.png media lua client MOD_NAME.lua models Vehicles_MOD_NAME.txt scripts vehicles M...
You can choose one of these
I'm only gonna do the Hoodie for now
Alrighty
Well I don't have plans on working on the masks so yeah
It's cool lol I'm fine with just the hoodie
Dm me If you want to tell me more info about it
Many thanks
No need too
Can't wait to lose my horse to a pack of walkers
RP runs with these will be amazing
oh for sure
one of my RP characters actually had the m1 carbine
i made a unique one with engravings for her
and beechwood
most of these guns have a unique ammotype so it's always fun when people think your rifle uses .308 when it's .30-carbine
unholy amount of icons my beloved
๐ด
Yes
hey im not sure if this is the right place to ask so I'm sorry if this is the wrong channel but does anyone know where I can find the pz character model files so I could pose them in blender? I want to make a thumbnail but I've never done anything pz related with blender. I've checked the pinged messages and downloaded every single one of them but most of them are just for animation or nothing to do with the character
Oh?
Is that a vanila eask firearm mod
Your succeeding
Check the pinned posts ๐๐
Excellent texture work on the bellows, looks awesome
I did, I said I did in the message you replied to and I couldn't find it I only found blank animation templates
Hi guys, can the both models be FBX? So the one in the model_X folder as well as the WorldItems folder?
You're not finish just yet
There still needs to be done
I don't want to tell you this but it's just does not feel done
It's FBX
I tell you what needs to be done
Yes
It needs to be modeled as well
Just delete the backlights
They pop out of the body
I see
So do i need them?
Hm
Np
This my 4th try doing this car, some lil modifications wont hurt at all
Thx for all the help
I used 16 for it
every vehicle basically gotta look like playmolbile.
No 16
Ok
Well It's an 70s or 80s Vehicle so yeah
Also you need to make the Bumper
For the Back of the Car
Do it when you feel like it
Yeah yeah
It's always best
But its been really fun so far
Do know It needs a bit of work
I can help you with model so you can dm and I see what I can do to help
If I have time
It's all cool
Well depends
If you going to make the animations for it
But I think It's best to finish the Main Car first
And If you're done with it then you can start doing it
Do what's best
working on the Spijker 60HP 1903
ok guys
question
when hitting zombies from the front of the truck, they dont really die, just stay there until i change directions
is it a physics object thing?
You mean they lie under the truck?
no they just stay infront of it
no matter how fast i hit them
The Riddle of Riddles
Going old school I see
I riddle you this I will riddle you that
Spijker 60HP 1903 was the first car with a 6 cylinder engine, 4 wheel drive & 4 wheel braking
Also it looks cool
It's top speed is 129kph or 80mph
It's a race car lmao
Who does it Race with?
It was commissioned for the Paris-Madrid race of may 1903
Oh that race
you forgot about collision zone
Does anyone know how can i make an amoutee weapon
Like replace the hand with a knife or hook
is there a specific folder structure where to place mask related pngs?
not really
you can put it where you want...
just if you can handle location that files in file patch then be ok
now sure what I'm doing wrong... I can't seem to trigger a custom UnderlayMask folder
is there any example of a clothing item with custom underlay masks published somewhere?
for clothing all need to be putted in clothing folder
unfortunately
I have no clue how to do that
omg making another outfit this time its of Texas from arknights! still have to do the hair and tail and ears but im almost done aa
That will be a fun car to drive by the time it's finished. ๐
victorian era baby!!!!!!!!
It's unheard of for Project Zomboid so I couldn't agree more!
Mack DM800
Can anybody help me implement this hoodie texture into the game?
hoping one day to make a total conversion mod for PZ set in either 1895 or 1903
That'd be really neat.
There's gotta be SOMEBODY who can help me...
but tbh use game files and create own based on it
do i just dump it in here?
remake of a makarov model i made
the first gun model for PZ i made was the makarov and my first attempt was not good
for comparison lmao
I seriously have no clue what I'm doing
clean
Please somebody help him.
yes, but then you gotta find the lua table which classes it as a hoodie
if im not mistaken
you mean this?
well you put the texture in there
but then you have to find a lua file
so the game actually knows the hoodie is a thing
I think
The easiest way to create a mod is to get one from Steam that does what you want and study it.
yeah id suggest finding a clothing pack or something
guys, anybody know how to import character with skeleton to blender?
script fails when i try to import something with rigs
but its fine for models like van
yes i was using a physics box as main collision
stoopid of me but i got it fixed
but aye i finally got the basics finished
now i wanna try to make this truck compatible with tsars library and rotatorslib
btw does any1 know if the creators are on this server?
did you make those? it would be pretty easy to implement.
eyyy looking nice
Nope @polar quartz did. But I have no clue how to implement them
he should have made them for you ๐ฆ
https://steamcommunity.com/sharedfiles/filedetails/?id=2902353381 - use this as a base.
anyone got a satchel model? the bag download doesnt seem to have them
this is waht im refering too
anyone know the issue?
Normals
You need to flip your normals@runic mantle
Assuming that's blender, it's shift-n in edit mode
To recalculate them
try to use the solidify modifier
set it to a VERY low value
like 0.0001
then apply and try again
no
delete the texture and remake it.
it's always that.
I do actually
What you need to do is Select all of the model right
and don't forget to enable backface culling
And Hold Shift-N
See if It works
In this quick tip I explain how to avoid having flipped normals on your meshes with backface culling
Follow me on twitter: https://twitter.com/passivestar_
Join our Discord: https://discord.gg/pPHQ5HQ
Here's a tutorial If it helps
question
it wasnt that aha
its fixed
but i have a new issue
hes gripping it in the middle
when i want it at hte bottom
i think i fixed it
I thought it was that
LOL
Hey atleast you fixed it
Oh who?
It was corrupted?
but he helped with textureing
That's nice of him
and basically helped me with everything
Blending issue yes
Very nice render ๐
Hi everybody. Sorry, I don't know English, so I use a translator. Please tell me who can help me? I would like to make changes to the game, but I do not know how. Create a mod.
I t was the material needed to be recreated i bet. lol... it's happened to me a few time with models.
oh aha
how do you change to objects into 1
bc the handle and the blade are 2 differant objects
click the blade -> Shift click the handle -> right click -> join
stranve
i dont see it
oh nvm
is there any verts limit for models?
I want to make gun mods, can i use 3ds max for making project zomboid models?
is any tutorial video?
If it lets you export a .fdx or .x, I think you should let it.
I don't know of a tutorial that can help you.
model for a friend's mod
So it was you this entire time Dante
that I what
It was you that whose going to model
context?
I feel that you know something that I did not know that you knew :v
What do you want to do with her ? ๐คฃ
I want to make clothes for both genders and I only have the male model.
Thanks
Thank you
random stuff i did, idk if i want to port it into PZ.
How do I go about getting my zomboid character into blender?
to pose them in blender like Arean has done it
my next mod, simple but aesthetically good
Definitely make a mod, I have people on my server that would totally rock that outfit!
yo guys
question
2 questions actually
when i try to place the trucks parts on the world they dont appear
code seems fine
textures are the same
could there be something i missed?
also any1 knows how do i change the vehicle type to heavy duty?
I belive you do that in game with the roleplaying pose mod and then edit the rest into Photoshop
did you ever get helped with this?
it's the scale lol.
they are either microscopic, or SUPER HUGE
No
Hi does anyone know of any free low poly assets for armored vehicle parts/vehicle mounted machine guns? I'm trying to find them to make a mod
Something like this
You want to make a vehicle mod similar to autotsar?
Sort of? More like using scrap metal to add destructive capabilities to cars, guns and maybe flamethrowers someone else can use
nobody has ever done that before
Yeah, just looking for free resources to add scrap parts to cars
The coding for fortifying cars shouldn't be too hard, I still can't figure out how to mount machine guns/weapons to the car though
Ive made this using the old autotsar code. But mounted machineguns sounds alot more fun
There are a few turret mods, you would have to be specific
so not player controlled ?
I suppose the machine could either be a a)mobile turret or b) player controlled
Both actually
sounds like some crossout kinda turrets
Ugh yeah
Any chance I could find a modder willing to let me use their turret asset?
I can make you one if you want
Really? Holy shit that would be great
I was wondering if i should just retexture parts of the cars/vans when they're reinforced
best case you could do is make it an addon to autotsar 2.0
Ideally sheeting/spikes like this would be the best tho
i would use it and make all filibuster cars upgradeable
Oh amazing
i still need to do alot of work on it but mounted turrets sounds kinda motivating
Iirc excluding retextures there are only 2 car models right?
I could try and make some basic models to attach to the hood, bumper, tires and sides
there is only 1 car model
You have everything already attached. the game then decides which parts of it should be rendered
you can see all the bumpers inside of eachother but there will only be 1 rendered
so if theres no bumper attached ingame u have nothing there
you do this will all parts and get a normal car
maybe you have used autotsar mods before
I will also try and include a flamethrower and fire retardant spray ๐
Is there a place you can get the models?
For the car that is
yeah you can download autotsar truck mod for example and just dig into the files and import the model to blender
jaap wrungel is good i think
What's that?
Nice!
i used this one to teach myself how to work with autotsar 1.0
its already updated to 2.0
I see
Do these car parts noticeably increase the health of the vehicle?
If that's the case I might just include the mountable turrents and flamethrowers as part of autotsar
they add a shield layer ontop
so if you have a bullbar, the hood cant get damage until the bullbar is broken / falls off
you can also add custom protection for hood or trunk for example
i did that with my movingtruck i posted above
If you still need help i would reconmend sketchfab
i didnt
oh mb
i didnt see i replied already
cheers
ill let you know if it doesnt work
it works tysm
๐
I see, no need to add armor then
I'll just write a script for the turrents and flametheower when I find a model, or if someone provides one for me ๐
you could make a test model out of 2 cubes until then
Also question for modders; how hard is it to add in quests and/or an endstate to the game other than death?
I was think scripting some endings in future like a helicopter rescue ending or developong a cure ending
Do you think using a modified 'tow' action would work for the gun? Getting the game to treat the gun as a trailer or towed vehicle with no collision?
i think that wouldnt work
before autotsar existed me and a friend tried to do the same thing with bumpers
and even in multiplayer trailers are still buggy at desync
I see
Hmm I think I might try and use the muffler attachment for the gun
But how to get a friend to be able to shoot the turret...
i cant code so you gotta ask someone else on that :L
you could do smth similar to the hillbilly truck mod
idk if thats the exact name
but make it act as the windows are open
and make zeds not be able to bite at you
but that would require the other person to have a gun
Does anyone have the Katana model in .fbx
or just a pack with all the weapons in fbx so i can scale my own weapons better lol?
@shy steppe Here you go
Texture is located here ProjectZomboid\media\textures\weapons\2handed named Katana.png
In the future, you can import, edit, and export .X files including animations using Fragmotion. It is shareware but you can enable it every 7 days by typing in a bible quote. http://fragmosoft.com/downloads/.
Personally I chose to export the katana from Fragmotion as an .obj and its required .mtl file, and then imported that into Blender.
Hopefully someone develops a modern blender plugin for .X soon, lol.
That's like saying "hope someone makes a saddle for a t-rex" LOL
Yeah
ty
Happy to help
Working on my first zomboid mod ๐

lol
Looks very nice
Thank you ๐
2,626tris atm
Damn It's looking good

I'm unsure what step to take next really lol, maybe making it able to have animated hood & trunk & door
Door as in yes, singular birdcage radness
Thinking it may work if I just duplicate an animation to open it for each side, but I'm guessing if two players enter at same time it might get lifted x2 lol
Oh, I need to add exhaust tips lol
are you simplifying the mesh later down the line? I don't think the game would handle that high of a polycount well
Nice work though
It's deceivingly low poly, only 2,626tris atm
it can swim ?
Is there a way to use animation for item's 3d model?
Might need some help because I'm not very skilled with animation: So in the first image is how I'd like the mesh to move the struts into that position, but because the cabin bone moves forwards and upwards it's going against the animation, I would need to make two bones and have them work at the same time I assume? Is that possible?
Nvm I figured it out, just moved the origin location
There we go ๐
Hello. It is the first time that I consult in the Discord. I am making a vehicle mod and I would like to be able to animate the car doors.
I was looking through the game files and saw that in the vanilla version there is a vehicle that opens its doors, but it is not used in the game yet. I wanted to import the fbx file of the car into Blender and then export it without making any changes to it, but the animations break. Do you know what could cause that problem?
The red car is the original one, the black one is the one imported/exported through Blender
Thanks!
I think it's best to just leave the models alone for now
I mean I think the Devs are working on it or something
I mean it will be a waste work if you do it
Did you export it into Fbx?
also, you CAN have as many bones as you need.
when exporting to fbx make sure you set the correct export options.
My idea was to use that vehicle to study them and see how they work and thus make my own cars. But as I was telling you, I couldn't even import/export from Blender and then keep working. I think the problem is that it changes the names of the actions and no longer recognizes the animations. ๐คท๐ผโโ๏ธ
The truth is that I do not know what is the correct configuration for PZ ๐
the honest truth is... there ISN'T one.
make your own.
๐
it's called by the animation names only.
so you can have 100 bones and it will call the animation.
and the animation names DO have to be edited for fresh imports but it's easy
I am starting the creation of the 3D version of the heavy radios that are the only ones without this version
i'm really confused
why is my model stretched and basically reversed?
its fat instead of long?
this is my first time making a model so sorry if this is a dumb question
have done that
i have literally everything working except for this
so frustrating
oh
now it mysteriously works
i swear i had applied the transforms before

ty @indigo kettle
just need a few more adjustments
can anyone please send me the default cigarette.x file? I screwed it up and stupidly didn't make a backup
lol
because theyre supposed to have a 3d model right
in the above image you can see the 2d model when theyre dropped
are you using blender?
yes
i got it working now
just working on some final texture adjustments
mod is essentially complete at this point. Very happy
my second mod
my first real melee weapon
its Askeladds sword from the vinland saga
i think when animals and basements are added ill branch out off the current project im working on a medieval overhaul and map
Can anybody tell me how I can make my texture look a little more natural looking?
should maybe have nsfw tagged that

Have you tried going into the UV window -> UV -> Minimize stretch?
Then just grab the whole UV and adjust accordingly.
Also hilarious.
I have not but I will try that.
The results may be a bit off at first, keep that in mind. You'll need to adjust the UV for certain. I make sure to keep proportional editing on while I mess around with it. It'll come to fruition eventually 
The UV is like that so that applying different images to the texture is more seamless. Is there no way to keep it like that and have it look less warped on the model?
You could also try "project from view" while selecting one specific side of the model.
Otherwise, If I were you I'd just adjust the UV with proportional editing until it looks right.
I suggest using this texture instead of an image texture. This will make the distortions more evident.
(or click on Image -> New Image and choose UV Test Grid)
Alright I'll try that
so I tried what you had suggested to little success. I'm not very good at blender. That being said I did try the test grid you suggested and tbh it doesn't look bad there so idk
Hola guys. I'm new to PZ modding and trying to figure out why my model in game is showing wrong?
In game it's looks like this: https://i.imgur.com/OGxr7CB.png
And the model itself is looking like this: https://i.imgur.com/8DCDOH7.png
Model is in fbx format and defined like this:
module Base
{
imports
{
Base
}
item GRZ_SpikedMetalPipe
{
...
WeaponSprite = GRZ_SpikedMetalPipeModel,
...
AttachmentType = BigWeapon,
}
model GRZ_SpikedMetalPipeModel
{
mesh = weapons/1Handed/GRZ_SpikedLeadPipe,
texture = weapons/1handed/GRZ_SpikedLeadPipe
attachment world
{
offset = 0.0000 0.1530 0.0000,
rotate = 0.0000 0.0000 0.0000,
}
}
}
Help would be much appreciated :)
looks good bro, keep it up
idk anything sbt modeling so
It's just a mix of two PZ models, so nothing special. I'm just learning how modding works :)


