Since prefabs include paths and routes and these are implemented in ZModeler as splines, you should configure ZModeler to work with ETS2 and splines properly. ZModeler3 allows you to edit and create new prefabs for ETS2. Using traffic light profile is preferable, as all other options can be omitted, so you can configure and refine options on traffic lights by altering their profile, instead of updating all affected prefabs.ĮTS2 Prefab editing including AI lanes, service points, navigation paths. Traffic light profile is specified in traffic light name (before it's index in braces).Some options were renamed, while their meaning remains the same. Several AI behavior changes applies to some options. AI lanes intersections are generated on export, using ID value as priority on a given lane.The summary of changes relevant to patch 1.9 as follows:.in pre-1.9 exports, and as Option A is used to specify "A" behavior. This can be considered as Option A is used to specify "A" behavior. "B" behavior is not used, "C" behavior applies. Option A is used to specify "A" behavior. In case of replacing of description, only last term is considered obsolete. If an extended information is specified, it can either extended previous description, or replace previous term when "(Obsolete)" is specified in the beginning. If the only explanation marked states Obsolete, consider an entire description as obsolete, so it's no longer applies. Such an information is populated with an additional explanation highlighted in bright blue color. I did my best to make conversion of ZModeler materials to FBX materials as close as possible to avoid loosing texture layers assignment, but you will still need to do a big job on materials before you export scene from ZModeler into the game.ETS2 AI was remastered in version 1.9 and higher, so some information in this guide is incorrect or obsolete. Also, materials and shaders system offered in FBX can not retain all the material's data you have in ZModeler, be it dual-layer or triple-layer materials. Also, native LODs system in FBX differs from the one offered by ZModeler and games: the LOD object in FBX can not have any child other than LOD geometry, so you might get incorrect hierarchy when exporting scene containing LOD (compounds).įBX does not offer much freedom and flexibility still, so most of user-defined or ZModeler-specific data can not be retained in FBX file, be it object/elements properties, IDs, or user-defined data. Keep in mind that ZModeler does not handle geometry objects with more than 64K vertices, so heavy geometry meshes will get exported as a group of objects combined together. Yet you might still need to play around with objects scale or axis system before and after importing models, but it's still a much better choice than commonly used Wavefront OBJ model format. This filter could be a good alternative to bring models to or from 3D packages of your choice, as it can retain Skeleton, rigging information, multiple UV channels, multiple color channels, normals and tangents. As an addition, the package includes Autodesk FBX filter for import and export. It is still version 3.2.1, but contains the latest versions of all components. To summarize recent updates and bug fixes, I have re-uploaded the latest version of ZModeler. Its uptime and response time should be the same or even better, so in general your should not notice any difference.
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