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= MTS 4.01 (F1-2001) filter v1.6.0 for ZModeler 1.06f and 1.07a            =
=                                            (c) Locutus/Oleg M. 2001/2003 =
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=                                                        February 23, 2003 =
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0) Introduction

     This is a MTS 4.01 (F1-2001) import/export filter for ZModeler.

     This filter has been tested with cars and has been used to convert
     several cars from SCGT to F1-2001 with great succes (as a test).

     Warning: Always make a backup of your original files before editting.



1) Known problems and issues

   - Some objects are not loaded properly.
   - Animation MTS files (like drivers arms) are not supported.
   

2) List of changes

   1.6.0

   - Made for ZModeler 1.06f and 1.07a
   - Redone material flags for special situations (mostly cockpit).

     Note: I can't believe people have not reported the problems that have 
     been in this filter for a long time now related to creating things like
     cockpit mirrors. Very smart to just use an old version for specific 
     tasks ... makes any effort on my part since those old filter version 
     quite pointless ...

   1.5.0:

   - Made for ZModeler 1.06
   - Supports new ZModeler 1.06 features
   - Attempt at fixing "color key" export

   1.4:

   - Tracks MTS files export supported.
   - Non-optimized MTS files proper loading.

   1.3:

   - Better handling of reflection bitmaps: if ZModeler can find the
     bitmap in one of it's search paths it's automatically used.

   - Hardcoded support for cockpits: it should be possible now to
     import/export cockpits and steering wheels. Unfortunately the
     color of the LEDs on the dash are lost in the proces because
     ZModeler doesn't support colored vertices.


   1.2:

   - Improved tracks MTS support but still it's not as good as desired.
     Track objects still lack proper shadow reception and collision
     detection.


   1.0:

   - Original version



3) Installing the filter

     To install the filter you must copy MTS01.ZMF file into the \Filters\
     subfolder of your ZModeler main folder.



4) Importing the MTS files into ZModeler

   - Extract the MTS and according textures files from MAS file.
   - Run ZModeler.exe

     In ZModeler:

   - Click import button (Ctrl-I) key.
   - Select a proper filetype (F1-2001 mts files), chose the file and
     click the Open button.
   - If all the corresponding textures will be found, then the mesh
     in the 3DView will be textured. Tip: To see all textures goto
     Material Editor (Ctrl-E) and skim through the materials named
     "Textured Material xxxxx". You can also load textures in the
     Material Editor.

   Note:          Ideally, you should put all the textures used by an object
                  into the folder of that object. That way you make sure all
                  materials are loaded and assigned properly and you wont
                  have to make any changes. If you forget a texture, it's
                  preferable to put that texture in the right folder and
                  import the object again.


5) Exporting the MTS files from ZModeler

   - Select menuitem File/Export or press (Ctrl-E)
   - Select a proper filetype (MTS).
   - Choose the file to overwrite. NOTE: if you type a filename, then
     you MUST type an extention also. (.mts)
   - A DialogBox will appear. Select an object name (only one) from
     the list and press OK.
   - Choose whether you want to protect the MTS file against importing
     in ZModeler again ***
   - The selected object will be exported.

   Note:          If you export your file and there's no texture assigned
                  to the material, a default "brblk.bmp" (black) texture
                  will be assigned to prevent problems.


***  MTS files can be protected. This means that it will not be
     possible to import a protected MTS file in ZModeler again. This
     protection idea belongs to Antony Hirst from RSDG.

     The reason for this is to prevent the spreading of 3D models
     without the permission of the original modeler. You should
     ask the permission from the original author so he can send
     you an unprotected version of the MTS file.

     Modelers should use the .Z3D ZModeler file while working on a
     model and not use MTS files. As a last step in the proces, or
     for intermediate testing you should export the file to MTS for
     use in F1-2001.

     This protection only works for MTS files. That doesn't mean you
     don't need to ask permission from the original author before
     releasing your conversions! Please always ask permission.



6) Naming Objects/Materials

     There are a number of "switches" that can be applied to material
     and object names to cause certain behaviour in F1-2001. These
     switches are appended to the name of the object/material.

   - Materials:

     (T)        : Specific flag for track objects. Adding this flag to
                  the materialname will instruct the filter to turn on
                  MIP mapping for that material and set the MIP mapping
                  to "automatic".

                  Ex: GRAS(T)

     [x+|-]     : Specific features for "switching textures". An
                  example of such a texture is the texture used on
                  the tyres which will "switch" depending on the
                  speed of the car.

                  Ex: BRIDGEBLK[3-]

                  [3-] Means there are 3 texures, 2 1 0 (descending)
                  [2+] Means there are 2 texture, 0 1 (ascending)

                  These textures don't have a '.BMP' extension.

   - Hardcoded material behaviour:

     The behaviour that's hardcoded into the filter mostly applies to
     make working car cockpits but if the material/texture names are
     used somewhere else they will also get this behaviour.


     * Material name contains "MIRROR": RENDERTARGET flag on.
     * Material name contains "WIND": ALPHACHANNEL + SPECULAR flags on.
     * Material name is "CLEARLED": CHROMAKEY flag on.
     * Material name is "LCD": SPECULAR flag on.
     * Texture name is "CLEARGLOW": ALPHACHANNEL flag on.

     All these materials also get specially defined material settings
     based on those found in the original F1-2001 objects.


   - Objects:

     These options are set through ZModeler's "attributes" window. Select
     the object you want to change the properties of and press CTRL-A on
     your keyboard or use the "Edit/Attributes" menu option. Options here
     replace previously used options like the addition of ":F" or ":T" to
     the object name. These old options are NOT supported anymore because
     of changes in ZModeler. Please don't use them.


     "Fixed (no local) coordinates (Pivot point is 0/0/0)":

                  This option is used for special objects that need the
                  point of rotation (pivot point) set to the center of 3D
                  space instead of the center of that object. The objects
                  that need this are the car body, the car cockpit and
                  the car suspension.


     "Steering wheel (no detail reduction)":

                  Mostly used on objects like the steering wheel and for
                  (semi-)transparent materials.


     "Track object (Auto MIP mapping)":

                  Used for enabling automatic generation of MIP maps on the
                  materials assigned to the objects for which it is selected.
                  This is mostly (only?) used for track objects.


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URL: 		http://home.wanadoo.nl/locutus/
Feedback: 	locutus@wanadoo.nl

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