Zanoza Modler 3 License Issues
GTA V Base Lists
GTA V Lighting List
How to UV map in ZMod
WildFyr's Carcol Cheat Sheet
How to make Emergency Lights in ZMod
How to Make a Vehicle Animation
Adjusting Emissive Brightness
Tinting your Windows
How to create lighting templates
Create "Rainbow" Templates
Forcing Vehicles To Spawn With Specific Extras
How to create roll out drawers
GTA V's Character Driving Animation
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 the object you want to adjust the tint settings for, head to the Properties tab and under Vertices>Format>Primary Colour check the box and click "Apply". Now, with your mesh selected, 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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GTA V ZMod Tint Windows Window Tint