
Click the fraction format button, enter a decimal, click equals and then click on a fraction form and then click equals. Also to change a decimal of the form 0.5 to the fraction 1/2, or change a decimal of the form 1.75 to a mixed number of the form 1 3/4 or to the fraction 7/4, or a fraction of the form 7/4 to the mixed number 1 3/4. 3/4 DEC x 6 =.įraction format button is used to work with all fractions. If the fraction or mixed number is only part of the calculation then omit clicking equals and continue with the calculation per usual. Click on the decimal format button, enter a fraction or mixed number, then click equals. Also to change a fraction of the form 3/4 to the decimal 0.75, or a fraction of the form 7/4 or a mixed number of the form 1 3/4 to the decimal 1.75. When you choose the one the other is switched off.ĭecimal format button is used for all decimal work. Enter a number, then click fraction space, click another number and then click on the fraction bar button, lastly enter another number.ĭecimal format button and Fraction format button work as pair. You can use fraction space button to create a number of the form 5 3/4. Click a number and then click fraction bar, then click another number. Same goes with the "texture size" box - left is X (horizontal), right is Y (vertical).To enter a fraction of the form 3/4. The offset settings consist of two separate boxes - X and Y texture coordinates, here you fill the location of the texture (wireframe) within the dds file. Next to it is the "material name" box - here goes the TOP2 part of the material name (without the "XR" and the "0 a"). In general, you fill in a dds name in the "texture name" box (the name without the. In my case i already have a material named TOP2. After you select the respective body region, you apply the material to it by pressing the "assign material to selection" button.Įxport 3ds to zmodeler2, then to 1.07 and to car importer. Open the material editor (press M), then choose an empty material slot, write a material name in the text box below the slots (i have named mine XR TOP2 0 a - that's the top yellow part of the car).Choose a color if necessary. This way works with textures if almost all type (except mirrors).įirst, regarding the process of applying materials to the car body in 3ds max. After that the texture should be fine ingame. You go to car importer, make new material (cope paste an existing one), rename to "f_window", fill in the texure name (the dds file name), go to edit > texture transform > default, then edit > change viewport > top (this sets the direction that the texture points at), enter the texture offset (location )within the dds file (here it is x=0 and y=0), size of the texture (ours is 1024x512), and fix the "f_window" material (edit > fix material or ctrl+f). At this point you have a textire file sized 1024x1024 with a texture with a size of 1024x512. In photoshop you make a file sized 1024x1024 pixles and place the window wireframe at the bottom of the file (meaning your texture offset will be x=0 and y=0 - the texture start point is at the lower left corner). After that you make a wireframe (unwrap uvw - the steps are listed in the tutorial) with a desired size, say 1024x512 pixels. So, you apply a material to the window (for example "XR f_window 0 a"). Let's say you want to make the front window texturable by editing a dds file.
#ZMODELER 3 WHERES THE HELP BUTTON DRIVER#
you can use child groups 7, 8, 9, 11, 12, 16, 17, 20, 22 and 23 for interior segments that should stay in one place regardless of the driver side (parts that you don't want to be flipped over).Īsk as much as you want, no problem. child 4 contents always change sides when switching driver position from right to left and vice versa this means you can import here interior parts that should shift sides together with the driver (right > left > right) same goes with child 5 (can't remember for sure), 10, 18, 19, 21.
#ZMODELER 3 WHERES THE HELP BUTTON SKIN#
Setting up child materials is the same as working in main, except you can't have windows, skin materials and lights there.Ī few tips about importing interior onto child groups: You can also copy materials from main to children and back. Use MAIN for exterior (you can also import the interior in case it's very low poly and all parts imported there doesn't go over 16 200 tris), child 1 for the steering wheel and 4 and above for interior. XRGT - mesh rendered to both XRG and XRT. XR - mesh parts are rendered to all three XR models

M - mirrors the mesh ingame, suitable for lights and indicators. I - used in interior materials which are supposed to flip with the driver changing side (left - right)
