How to convert nfs4 (ZModeler) car to MBWR ?
Load car model into ZModeler
Delete all dummy objects, and etc from model. (These are all
objects that are not car body parts or wheels)
Remove wheels. Save em as a separate objects. If they are same,
only two required: right & left sided.
Convert all to LWO (car body, 4 wheels), best way I found is:
ZModeler>3DS, then 3DS>LWO by using Deep Exploration (v2.0
tested and worked fine). Few other ways I tried had problems: UV
maps were lost. LWO format should be 6.0+
Required steps (I did them in Lightwave. But they can be done in
ZModeler or Deep Exploration ?)
- Rotate model over Z (length) axis by 180 degrees (compared to
NFS4 car). In Lightwave it front should look in +Z axis
- Move car body, so wheel centers are sset to Y = 0 (If you do not
set the car, There will be major problems with the physics).
- Combine all car`s parts into one (HL,,OC,OB,...etc (mirrors,
wings, etc)).
- Center wheels.
Convert LWO to MOX using MTkit v0.6c+ (I`ve updated it to accept
big unknown chunks in LWO, if any)
Check "Get Materials" and save MTL after LWO is
converted. Check "multi-color" if desired.
Collision model
Model 20-255 polygon mesh.
It`ll be collision box of a car.
Or (preferred) use the one from original WR car. Tune it to
follow your car shape.
Then, using MTkit, convert it to COB.
Shadow model (optional)
Create low polygon quantity
mesh (~2000). It`ll be shadow source of a car. Actually it can be
any polycount, but lower - better.
This way WR will compute shadow faster (if there is no shadow
model, WR computes shadow from the car :)
Convert it to LWO. Then, using MTkit to MOX.
Make MTL file for it.
Texture conversion
Edit TGA image:
Mask will be used for color changing option (There is possibility
to use it as transparency channel, but not both at same time).
Paint all constant color parts to white on mask(alpha channel)
(like windows, logos, brakelights, etc)
Convert TGA to PTX format using PTXtool for example. (Import TGA,
or import BMP and BMP Mask, Then save either compressed or
uncompressed version. (To save compressed version, you`ll need
nvdxt.exe command line utility. It can be downloaded from
official NVIDIA site.)
Compiling
Edit texture name in MTL file
(TexName "" string). Texture name should be
"xxx.tga" ("*.tga", but actual texture file
WR will access is still *.ptx).
Edit second parameter in MatClass. It is texturing algorithm 01
uses mask as transparency channel, and 03 uses mask as color
change channel. And 3rd parameter is Z-Buffer option, 00 Z-Buffer
used as normal, 01 Z-Buffer off (required to render textured
transparent surfaces, check another F.A.Q. about this). Z-buffer
is polygon, not texturing.
Rename all objects (I used VT as example, where it could be any
car name):
-car body - vt.mox
wheels:
rear-left - vt_r_hl.mox
rear-right - vt_r_hr.mox
front-left - vt_r_vl.mox
front right - vt_r_vr.mox
-car collision box - vt_colli.cob
-car shadow - vt_sh.mox (optional, if nnone, WR will compute
shadow from car body)
-low quality car body - vt_ldt.mox (opttional, if none WR will use
normal car body all the time)
-low quality wheels - vt_r_hl_ldt.mox, ... (optional, if none, WR
will use normal wheels all the time)
Each MOX file must have MTL file with same name, only extension
different. COB file do not requires MTL.
Place all files into Autos\vt\
Place all PTX textures into Autos\vt\textures\
Duplicate any add-on car Editcar.car file and place it into
WR-EditCars\vt\ folder
Modify path\names in CAR file (use EditCar v0.3a+). Set all
values marked with "(always 0)" to 0 (see List on first
tab)
Define tire size/mounting at Tires tab (all values are highly
required)
Modify other physics parameters (optional).
Recommended algorithm
Make MOX car model.
Make EditCar.car file.
At this point MBWR will
be able show your unfinished car in car selection menu.
Make MTL file.
MBWR loads all car
files, except for editCar.car, when car model or color is
changed. Don`t miss this feature, use Alt+Tab !
Make textures.
Make wheels.
Make wheels MTL files.
Now you can make first
test drive. :-)
Make collision box & shadow source models.
Set up driver, cockpit view. (Not covered in this guide)
Have any questions, answers,
comments ? Send me E-Mail.
Author: Krom
E-mail: [email protected] [email protected] [email protected]
HomePage: www.geocities.com/m3d_ru/