WildFyr Documentation > Zanoza Modeler 3 Tutorials > Tinting your Windows

Tinting your Windows

ZModeler 3

Polygons using the vehicle_vehglass or vehicle_vehglass_inner shaders are compatible with tinting.

To disable tint on specific objects, set the vertex paint alpha channel to black.

Select your polygons and enter vertex mode to paint, See this article on EUP painting to learn more about vertex painting. Make sure your Paint mode is set to the Alpha channel, in the drop-down select A, by default it will be RBG. Set your colour to black, and use the paint bucket to fill every polygon you selected.

If you have window decals using the vehicle_badges shader, avoid painting them, as these do not support tinting and use the alpha channel for transparency instead.

vehicles.meta

The default tint colour can be set for each car using diffuseTint value, as seen below

<diffuseTint value="0x00FFFFFF" />

The value is an AARRGGBB hex colour code. It must begin with "0x," followed by the opacity and the standard RGB hex code. For example, 0x00FFFFFF sets the tint to white with 0% opacity, effectively disabling the tint. On the other hand, 0xFF000000 sets the tint to black with 100% opacity. Here is an online tool to create AARRGGBB hex codes, make sure to select "AARRGGBB" from the dropdown menu when picking a colour, for tint it should be a greyscale colour.



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