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=     Viper Racing and Nascar Heat filter v3.0 for ZModeler v1.06     =
=                                          (c) Oleg M. 2001-2002      =
=======================================================================

Skim to last updates (24.august.2001) in "Updates" topic.

1) Importing the MOD files into ZModeler
   - Extract the MOD geometry from .car file with rescrack.exe utility
     which is part of the ResTools package (available from 
     high-compression.com (for NascarHeat)).
   - Convert texture files to TGA files and put them into the same 
     folder (tex2tga utility not publicly available, so you'll probably
     have to create your TGAs from scratch for now).

2) Exporting the MOD files from ZModeler
   - Select menuitem File/Export or press (Ctrl-E)
   - Select a proper filetype ("Viper Racing & Nascar Heat").
   - Choose the file to overwrite or type new name.
   - A DialogBox will appear. Select an object name (only one) from
     the list and press OK. The selected object and it's group will be
     exported. The objects with the same name, but with a different numbers
     in square brackets are supposed to be from the group (body[1], body[2]
     etc.). To export properly, at least one object must have the number in
     square brackets.
        For Viper Racing you must type [0] for the object, and all other
     objects will be ignored.
        For Nascar Heat, start from [1] and continue upto [60]. Import any
     stock car to reffer these numbers. The brief description follows in
     Notes section of this file.


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3) Luching the car in Nascar Heat:
   - Copy your exported MOD file to the appropriate level of detail
     MOD from your car file (e.g. the default NH stock.car has
     HIGH1.MOD -> HIGH9.MOD, and LOW1.MOD -> LOW6.MOD). If you
     only have one LOD, copy your MOD file to all of the car
     MOD files.
   - Convert your TGA files to .tex using mktex from ResTools.
   - Package up your car (i.e. MOD files, tex files, sound files
     etc), using mkres.exe from ResTools.
   - Copy the resulting .car file into your NH data directory.
   - Edit your NH drivers.txt file so that at least one of the
     drivers uses the new car (change the "chassis" entry from
     "stock" to whatever your car is called).


4) Known Bugs (solutions)
   - Not all the kinds of polygons are known for Nascar Heat.

5) Notes:
   - Supported faces flags for Nascar Heat:
   "SemiTransparency" - enables semitransparency for glasses.
   "Don't Blend" - disables environment mapping (reflections on the body)
      for undercar and interior.
   - Nascar Heat object groups:
   "A" - hood.
   "B" - front
   "C" - front-left area
   "D" - front-right area
   "E" - left side
   "F" - right side.
   "G" - rear-left area
   "H" - rear-right area
   "I" - rear trunk
   "J" - rear
   "K" - roof and interior
   ----------------------
   0,1,2... - levels of damages.
   L,R - left or right hit.
   -------------------------------------------------------------------------------
   [1]  - A0   [12] - A1     [26] - A2     [41] - A3     [52] - Engine0
   [2]  - B0   [13] - B1     [27] - B2     [42] - B3     [53] - Engine3
               [14] - BL1    [28] - BL2                  [54] - "Flaps"
               [15] - BR1    [29] - BR2                  [55] - D-trunk (unknown)
   [3]  - C0   [16] - C1     [30] - C2     [43] - C3     [56] - C-trunk (unknown)
   [4]  - D0   [17] - D1     [31] - D2     [44] - D3     [57] - H-trunk (unknown)
   [5]  - E0   [18] - E1     [32] - E2     [45] - E3     [58] - G-trunk (unknown)
   [6]  - F0   [19] - F1     [33] - F2     [46] - F3     [59] - I??? (unknown)
   [7]  - G0   [20] - G1     [34] - G2     [47] - G3     [60] - I??? (unknown)
   [8]  - H0   [21] - H1     [35] - H2     [48] - H3
   [9]  - I0   [22] - I1     [36] - I2     [49] - I3
   [10] - J0   [23] - J1     [37] - J2     [50] - J3
               [24] - JL1    [38] - JL2
               [25] - JR1    [39] - JR2
   [11] - K0                 [40] - K2     [51] - K3
   -------------------------------------------------------------------------------
   See topic 6 for references:

6) According to the guide by Kevin Combs, the groups are:

DAMAGE_GROUP_NORMAL_HOOD = 1,
DAMAGE_GROUP_NORMAL_NOSE = 2,
DAMAGE_GROUP_NORMAL_LFENDER = 3,
DAMAGE_GROUP_NORMAL_RFENDER = 4,
DAMAGE_GROUP_NORMAL_LDOOR = 5,
DAMAGE_GROUP_NORMAL_RDOOR = 6,
DAMAGE_GROUP_NORMAL_LQUARTER= 7,
DAMAGE_GROUP_NORMAL_RQUARTER= 8,
DAMAGE_GROUP_PONTIAC_DECKLID= 9,
DAMAGE_GROUP_CHEVY_DECKLID = 59,
DAMAGE_GROUP_FORD_DECKLID = 60,
DAMAGE_GROUP_NORMAL_REAR = 10,
DAMAGE_GROUP_NORMAL_ROOF = 11, 

DAMAGE_GROUP_MINOR_HOOD  = 12,
DAMAGE_GROUP_MINOR_CNOSE = 13,
DAMAGE_GROUP_MINOR_LNOSE = 14,
DAMAGE_GROUP_MINOR_RNOSE = 15,
DAMAGE_GROUP_MINOR_LFENDER = 16,
DAMAGE_GROUP_MINOR_RFENDER = 17,
DAMAGE_GROUP_MINOR_LDOOR = 18,
DAMAGE_GROUP_MINOR_RDOOR = 19,
DAMAGE_GROUP_MINOR_LQUARTER = 20,
DAMAGE_GROUP_MINOR_RQUARTER = 21,
DAMAGE_GROUP_MINOR_DECKLID = 22,
DAMAGE_GROUP_MINOR_CREAR = 23,
DAMAGE_GROUP_MINOR_LREAR = 24,
DAMAGE_GROUP_MINOR_RREAR = 25,

DAMAGE_GROUP_MAJOR_HOOD  = 26,
DAMAGE_GROUP_MAJOR_CNOSE = 27,
DAMAGE_GROUP_MAJOR_LNOSE = 28,
DAMAGE_GROUP_MAJOR_RNOSE = 29,
DAMAGE_GROUP_MAJOR_LFENDER = 30,
DAMAGE_GROUP_MAJOR_RFENDER = 31,
DAMAGE_GROUP_MAJOR_LDOOR = 32,
DAMAGE_GROUP_MAJOR_RDOOR = 33,
DAMAGE_GROUP_MAJOR_LQUARTER = 34,
DAMAGE_GROUP_MAJOR_RQUARTER = 35,
DAMAGE_GROUP_MAJOR_DECKLID = 36,
DAMAGE_GROUP_MAJOR_CREAR = 37,
DAMAGE_GROUP_MAJOR_LREAR = 38,
DAMAGE_GROUP_MAJOR_RREAR = 39,
DAMAGE_GROUP_MAJOR_ROOF  = 40, 

DAMAGE_GROUP_TOTAL_HOOD  = 41,
DAMAGE_GROUP_TOTAL_NOSE  = 42,
DAMAGE_GROUP_TOTAL_LFENDER = 43,
DAMAGE_GROUP_TOTAL_RFENDER = 44,
DAMAGE_GROUP_TOTAL_LDOOR = 45,
DAMAGE_GROUP_TOTAL_RDOOR = 46,
DAMAGE_GROUP_TOTAL_LQUARTER = 47,
DAMAGE_GROUP_TOTAL_RQUARTER = 48,
DAMAGE_GROUP_TOTAL_DECKLID = 49,
DAMAGE_GROUP_TOTAL_REAR  = 50, // GONE?
DAMAGE_GROUP_TOTAL_ROOF  = 51, 

DAMAGE_GROUP_ENGINE   = 52,
DAMAGE_GROUP_DAMAGED_ENGINE = 53,
DAMAGE_GROUP_ROOF_FLAPS  = 54, 

DAMAGE_GROUP_RF_INNER  = 55,
DAMAGE_GROUP_LF_INNER  = 56,
DAMAGE_GROUP_RR_INNER  = 57,
DAMAGE_GROUP_LR_INNER  = 58, 


7) Dummy Helpers.
   Dummy helpers are the dummy objects whose names, position and orientation
are used to place the "function" into your vehicle/dashboard. There are the
most common dummy helpers like "driver", "oil pressure" and others.
   To name dummy properly, give the base name to it, then ":" and the name
of the dummy. For example, for High[??] objects, dummy name can be
"High:wheel Steer1.mod" or "High:waist Dtorso.mod".
   It's recommended to use dummy helpers created by the filter. If there is
no such, create your own dummy helper in three steps:
- Create flat surface with no internal points (four vertices and two faces
   total)
- Move one vertex toward the viewer, so the surface is no longer "flat"
- Add faces to somplete volume. Four faces will complete the volume of the
  covex triangle.
- Name the dummy properly, export the file and re-import it. Your dummy will
  be probably replaced with valid dummy.

  How to place/orient dummmy?
  First of all, notice that dummy has the vertex with tree edges going
perpendicular to each other. This vertex is a "position". The longest edge
(e3) points outfrom the viewer. The smallest edge (e1) points upward and an
intermediate one (e2) points to the right. All these directions are relative
to the object you are placing. Been more precise, these directions defines
the object orientation. So, steering wheel should be placed:
(e1)
 |
 |
 *-------(e2), and (e3) points outfrom the viewer.

  Well, it worth trying to figure out.

8) Updates:
   - This version of the filter supports Nascar Heat's "dummy helpers". Read
the guide by Kevin Combs (kcombs@cinci.rr.com) at http://www.high-compression.com
to find out about dummy helpers.
   See topic 7) for details on dummy helpers.

=================
URL: http://www.zmodeler.com
Comments, suggestions and feedback send to
    funspeed@softhome.net

This text file was written by Oleg M. and Andy G.
Source of NascarHeat stuff: http://www.high-compression.com

Other questions concerned ZModeler can be asked on Zmodeler forum.

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                                Zanoza Modeler (c) Oleg M. 1999-2002