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- Changing of attributes.
- Assigning miscelaneous values and Render flags.

      As a rule, the files when exporting should contain some data, that is not represented in the elements of Modeler (neither in vertices, edges, faces nor in objects). And this data is saved while importing in the miscelaneous areas and readed from there on exporting. To operate this data there is an Attributes dialog box.
       This dialog contains some other information that might be used when working in Modeler: the name of objects or texture of the faces. To show this diloag you can select Edit/Attributes in the main menu or press Ctrl-A. Also note, that this dilog box works with selected elements only and will not display if nothing is selected. Here it is:
       The left one is on Objects level: Objects' name and flags can be changed, the central one is on faces level: Material and flags can be changed and the right one is on vertices level: nothing but flags can be changed.
       It's clear that objects, faces or vertices can be hidden or disabled by means of this dialog: simply mark the Hidden or Disabled checkboxes.
       Another thing you shold notice is that there are four Miscelaneous Flags that can be assigned or removed. Note, that these flags are not used internally by Modeler: these flags are used while exporting: to point that according face (or vertex) has something. (For example flag1 might identify, that face is semitransparent). All the meaning of miscelaneous flags can be found in readme file for according filter that you use.


       When you import the file it can contain some specific information for faces or vertices and four miscelaneous flags might be not enough to store that information. For example miscelaneous value might show whether the polygon (face) will disappear after user damages the object in the game, or it can indicate whether the vertex of the object should spin in some cases like drivers' moving arms.
       But there might be values that specifies custom value that can't be stored in that four flags. For example it myght be the degree of damage (in percents) that vertex accepts or degree of trasparencity of polygons in an object and so on. Thus there are another four storages for each face, vertex and object. They are Miscelaneous values. These values can store any information, but as a rule, it is the smoothing bits or groups of animation.
       ZModeler also has some internal miscelaneous values for faces and vertices. They are so-called Render flags that indicates how the specified polygon will be rendered. To change any of these values you should first: activate the Attributes diloag box and second: hit the Flags>> button in it to activate the following dialog box:
       Here you can select one of four values to change and change it in bits treat. (Each value can be treated as 32bits sequence). When marking the checkboxes the marked means that this bit will be assigned in misc value in all selected elements; grayed checkmark means that this bit will not be changed in all selected elements; unchecked box means that this bit will be unmarked in all elements. When this dialog apperas the marked sheckbox means that ALL selected elements has this bit marked; unchecked - no one of elements hasn't this bit marked; grayed - at least one of selected elements has the markage on this bit but not all of the elements has this bit marked.
      As for Rendering flags it can be applyied to faces only and there are only some of them available now:

  • Cull mode: means how the face will be culled: it indicates what side of face is visible when rendering. The dropdown has four vaules: Current - leave unchanged culling mode when closing dilaog box; Default - changes all faces to defalut CCW (counter-clock-wise) culling; CW - changes to backward culling; None - no culling that means both sides are visible.
  • Semitransparencity checkmark means that the face will be displayed 50% transparent.
          NOTE that all the combinations and meanings should be read in according readme file for the file format you are going to produce. And I RECOMMEND NOT TO USE CUSTOM RENDER FLAGS if they are unneccesary while exporting
          Also NOTE: To enable custom rendering flags you should chackmark Use Custom Flags in Custom Settings in main menu.

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