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= MTS 4.10 (F1-2002/NT-2003) filter v2.0.6 for ZModeler v1.06f readme file =
=                                            (c) Locutus/Oleg M. 2002/2003 =
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=                                                        February 19, 2003 =
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0) Introduction

     This is a MTS 4.10 Import/Export filter for ZModeler, and it should 
     not be considered the final and perfect version. 

     The MTS 4.10 file format is used for both F1-2002 and Nascar Thunder
     2003 and the plugin therefor works for both games. Nevertheless, it
     has been made for F1-2002 and has almost exclusively been tested 
     with that game.

     This filter has been tested with car and track objects and it seems 
     to work fairly well but a lot more testing is needed.


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



1) Known problems and issues

     - Not a problem as such, but this is a new plugin and has received
       limited testing. It's likely that there will be bugs and other 
       problems that have not been found in testing so far.

     - Cockpits are an issue. The materials used for cockpit items like
       displays, mirrors and leds have special properties (see "5" below).
       
       Also, the colors for the leds are defined by "vertex colors" which
       are not supported by ZModeler. As a result, leds will be white. 
       The only way to do something about that right now is use colored 
       bitmaps for the leds.



2) List of changes

   2.0.6:
   
   - Material flag for "render target" materials like mirrors or 
     gauges (NT-2003).
   
   2.0.5:
   
   - Original version   



3) Installing the filter

     To install the filter you must copy MTS02.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 (mts files), chose the file and click
     Open button.
   - If all the corresponding textures will be found, then the mesh
     in the 3D view 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 "black.bmp" 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 comes from 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 F1-2002/NT-2003.
     
     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) Object/Material properties

     There are a number of "switches" that can be applied to materials
     and objects to cause certain behaviour in F1-2002/NT-2003.
     
   - Animated materials:  
   
     [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. Other examples are the leds on 
                  the cockpit/steering wheel of a car and flags on
                  tracks.
                  
                  Ex: BRIDGEBLK[3-] or LEDPSY[2+]
                  
                  [3-] Means there are 3 texures, 2 1 0 (descending)
                  [2+] Means there are 2 texture, 0 1 (ascending)
                  
     Note 1:      This is a possible area of future improvement. For now it 
                  should sort of work but the results might be unpredictable.
                  
     Note 2:      For animated materials, assign a bitmap with a name that
                  is 2 characters longer than the material name. 
                  
                  Ex: Materialname : MICHGOLD[3-]
                  Bitmaps : MICHGOLD02.BMP, MICHGOLD01.BMP, MICHGOLD00.BMP
                  
     (R)	: Adding (R) to the name of the material will enable a 
                  flag in the MTS files to instruct the game that the 
                  surface is to be considered a "render target". This flag
                  is used for surfaces like car mirrors (which have the 
                  backview rendered on them) or NT-2003 cockpit gauges 
                  (which have the needle rendered on them).
                  
                  Ex: MIRROR(R) or OILTEMP(R)
                  
     
                  
   - Cockpit Materials:
   
     There are several material or texture names that will produce a 
     pre-programmed behavior. These names include "LCD", "CLEARGLOW",
     "CLEARLED", "MIRROR" and "READOUT". Another material name that will
     get special values is assigned is any name that contains "WIND" 
     like "WINDSHIELD" or "COCKWIND". Have a look at original objects
     to see what materialnames and textures are used in what cases.
     
     
   - Objects:
       
     Setting the option for an object is done by selecting an object, and
     going to the "attributes" window by means of the "Edit/Attributes" 
     menu option or the CTRL-A keyboard shortcut. In this window you can 
     check or uncheck the options for the selected object.
       
     "Pivot point centered on object" :
       
                  This option is used for objects that rotate on an axis
                  at the centre of the object. Examples of these objects
                  are car wheels and steering wheels.
                  

     Note:        Previously (for the F1-2001 MTS plugin) there were tags 
                  you had to add to the object- or material name to get a
                  certain behavior (like (T) or :F). This tags are not 
                  used by the MTS 4.10 plugin, in fact they will probably
                  cause problems. Please remove these tags before exporting
                  to a MTS 4.10 file.

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

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