Credits go to Aileron, original post from the old site (GTR/DrivingPassion & Racing Division)
Let''s start.
Delete next parts with all of its subfiles because you don''t need them:
Now you have to reduce number of parts. Some parts might be necessary for multiple bigger parts, so you dont want to attach them too early.
Now lets work on bodykits.
Hide all parts except "a_rx7_kit00_lights_loda". Go to Create/copy. Then rename the copy to kit00_body_a. We need to copy it becase we need it for few bodykits. Copy "a_rx7_kit00_interior_loda" and attach it to kit00_body_a. (Modify/Attach) Then do the same thing for next parts (later we will delete unnecessary backup files):
Now you have stock bodykit:
Now we are making kit01_body_a.
We will use parts that include "kit03". Don''t get confused with "a_rx7_kit02_lights_loda". We will use it in one of the next kits.
Parts we use:
Next bodykits won''t have parts that are worse than parts in kit1. So now you can delete next backuped files:
Next is bodykit 2.
Since there is no parts with kit04, in its name, we will use parts that include kit05. The only part that includes kit05 is a_rx7_kit05_boot_loda, so rename it to kit02_body_a.
Again, we need parts from previous bodykit(s). Use parts you used on previous bodykit, except a_rx7_kit00_boot_loda. Of course, make their backups and backup a_rx7_kit05_boot_loda. Now you can delete a_rx7_kit00_boot_loda. And you can delete a_rx7_kit00_chassis_loda and a_rx7_kit00_bumper_f_loda. We don''t need them anymore. Once you attached all of that parts, you have kit02_body_a finished.
Parts for next bodykit include kit06. So we will use this parts:
Now we must add parts from previous bodykit. As you can see, a_rx7_kit00_lights_loda doesn''t fit with configuration of current WIP kit. So we can delete it and from now we will use a_rx7_kit02_lights_loda. Also, delete a_rx7_kit00_bonnet_loda because we don''t need it anymore. Sorry, I forgot to delete these parts:
Next bodykit has parts that include kit08. Backup and attach following parts:
Now backup and attach these parts from previous bodykits:
Now you must rotate your car for 180 degrees. Switch any window to top view. Show all parts. Then Select/All. Turn on Selected mode. Then go to modify/rotate.
Next you must low your car because it is too high. Switch to left or right and them low it a lil bit. BEWARE! Disable X. You must move it only in Y direction. After you finish that go to select/none and turn of selected mode.
Now switch to top view. You must place brakes and wheel exactly in the middle. Look at the red cude in the middle. That''s the center. Place them to look like this:
Now you''re done with preparing beta mesh.
Go to textures browser. It is located near materials editor under "Help".
You will see a bunch of textures, but we don''t need all of them. First texture we need is:
tread_michelin_street1_diffuse_00
Select it and click save. Save it anywhere and name it as "TREAD" (You must use Caps Lock). Later we will move all textures to required folder. Now do the same thing with following textures:
Now you need photoshop or any other image editing/converting software that has .DDS plug-in. You need to compress this .DDS textures:
Next go to nfsmw-modtools\\ferrari360\\output\\CARS_REPLACE\\SL65. Delete all files inside except CAR.ini. Open CAR.ini with notepad and do this:
Save and close it. Next rename folder SL65 to RX7. After that delete textures 360misc, 360tire and 360badging in ferrari360 folder.
Now right click on build.bat and left click on edit. Make it look like this:
In case your car is not a Mazda, here are all manufacturer numbers:
Now cut all textures and paste them to Mazda RX-7/nfsmw-modtools/ferrari360.
Next open texdefn.txt and modify it to look like this:
Now open xlink360. Don''t delete anything. Just copy this five times:
and rename it to
and
Next we need to compile matlist360.txt. But we can''t do that because material names are too long. So we are going to cut them. Open mazda.z3d. Go to materials editor (red ball under help button). Now rename materials (mazda_rx7_interior (vehicles_basic,VehicleBasic) to mazda_rx7_interior, generic_chassis (vehicles_basic,VehicleBasic) to generic_chassis, etc.). Then click hide all and then show all parts (because of a zmodeler bug). After that click save and close zmodeler2. Now we can work on matlist.
Open matlist360.txt. Delete everything in it. Now copy all material names from .z3d file. Every material has to be in it''s own row.
Now we will assign shaders to this materials. After shaders we need to assign textures. Here is the list of all available shaders:
Now textures. If you use internal textures you must write "x_" in front of texture''s name. If you use textures from GlobalB.lzc you mustn''t write anything in front of it''s name. Separate materials from shaders by writing "=" between them and separate shaders from textures by writing "/" between them with NO SPACE BETWEEN them.
Here is my matlist:
Save matlist. Open mazda.z3d and export it to mod-tools/ferrari360/mw360.z3d (zmodeler1 file). Now open the mesh with zmodeler1. In case you don''t have .mwr plug-in copy/cut it from mod-tools/zmodeler and paste it into zmodeler1 directory/filters before opening the file. Export it to mw360.mwr and run build.bat. Now you can test your car.
to (in my case)
Manufacturer logo is finished.
Open SECONDARYLOGO.BIN (I don''t need to do this because logos are the same but I''m doing this because most of you won''t convert cars which are already in game.) using NFS-TexEd. Swap the texture with your one (it must be 256x64 pixels size and DXT3). Click save and then exit. Secondary logo is finished.
Open FE.MWPS. Change manufacturer value to 222 (because that is the number of our manufacturer logo file.). You can edit price and required blacklist level if you want. If you don''t want, delete those rows. Save your file. Open ATTRIBUTES.MWPS. Make it look like this:
Now you need to change values. First row of tire offsets indicates X and second Y movement of wheels. Third row changes wheels height (DO NOT TOUCH. It must be 0). 4th row changes wheels size. TireSkidWidth changes width of wheels. KitWheelOffsets indicate Y movement of wheels for bodykits. Now save your file and run MW with Bytesss''s trainer (follow instructions in readme.) After you finish with your car, close the game and just copy values to ATTRIBUTES.MWPS.
Next, we''re gonna put liveries as bodykits. Open your .z3d. Hide all parts except kit01_body_a. Go to polygons mode. Go to Select/By Material and choose mazda_rx7_paint. Then go to materials editor. Create a new material and name it to something like "KIT01_LIVERY". Then click "Assign to selection". Repeat this with other 4 kits. Save the file and export it to old .z3d and then to .mwr. Add new materials to matlist. Now it''s up to you to choose the shader for liveries'' material. If you use default body shader you will occur some bugs with paint when painting the car with custom paints (pearlscent, chrome, matte...). If you use CARBONFIBER it won''t have much shine. If you use REGPAINTBLACK it will have too much shine and if you use METPAINTBLACK it will look almost perfect.
Hide all parts except base_a. Go to polygons mode. Select/By Material/mazda_rx7_paint. Click SELECTED MODE. Modify/Submesh/Detach (make sure "keep original" option is not enabled). Now go to the default mode and then Create/Copy and copy this detached part 4 times. Attach each part to an aftermarket bodykit. Then change it''s material using the same method we used in putting liveries as bodykits. Just make sure you deselect everything before selecting body material again.
That''s all, I hope it helps. If you need help PM me. Once you learn converting I suggest these tutorials:
http://gangontheweb.forumotion.com/arg-restricted-tutorials-f30/vltedit-tutorial-t528.htm
http://gangontheweb.forumotion.com/arg-restricted-tutorials-f30/tutorial-making-custom-vinyls-for-mw-t475.htm
Please, don''t abuse this tutorial by using it to reconvert cars which are already converted by other converters unless they are bad.
-Mihailo
Let''s start.
Things you need:
- NFS Shift or NFS Shift Demo
- ZModeler 1.07b
- ZModeler 2.x.x with NFS Shift import filter.
- Any image editing program that has .DDS filter. Paint.net is the best because it is fast and free, but this new version has a lot of bugs. If you don''t have older version, use other program.
- Bytesss''s Advanced control trainer.
- Of course, Arushan''s mod tools.
1st step: Importing
You can learn how to correctly import a shift geometry file here: http://forum.zmodeler2.com/viewtopic.php?t=41472nd step: Preparing the mesh
In this tutorial I will convert Mazda RX-7. Once you imported the mesh, press right click on RX7. Then linking/unlink children. Then delete RX7 because it doesn''t contain files you need.Delete next parts with all of its subfiles because you don''t need them:
- a_rx7_tire_lr
- a_rx7_tire_lf
- a_rx7_tire_rr
- a_rx7_kit00_lightglows_r
- a_rx7_kit00_lightglows_f
- a_rx7_wheel_lf
- a_rx7_wheel_lr
- a_rx7_wheel_rr
- a_rx7_caliper_lf
- a_rx7_disc_lf
- a_rx7_disc_lr
- a_rx7_caliper_lr
- a_rx7_kit02_lightglows_f
- a_rx7_kit08_lightglows_r
Now you have to reduce number of parts. Some parts might be necessary for multiple bigger parts, so you dont want to attach them too early.
- Merge all bumpers that are in the same kit (example: attach "a_rx7_kit03_bumper_r_loda" to "a_rx7_kit03_bumper_f_loda")
- Attach "a_rx7_tire_rf_loda" to "a_rx7_wheel_rf_loda" and rename it to kit00_front_tire_a.
- Attach "a_rx7_caliper_rr_loda" to "a_rx7_disc_rr_loda" and rename it to kit00_rear_brake_a. Do the same thing with "a_rx7_caliper_rf_loda" and "a_rx7_disc_rr_loda" and rename it to kit00_front_brake_a.
- Attach left side mirror to right side mirror and rename it to base_a. Base_a is a necessary part that is going to show on all bodykits.
Now lets work on bodykits.
Hide all parts except "a_rx7_kit00_lights_loda". Go to Create/copy. Then rename the copy to kit00_body_a. We need to copy it becase we need it for few bodykits. Copy "a_rx7_kit00_interior_loda" and attach it to kit00_body_a. (Modify/Attach) Then do the same thing for next parts (later we will delete unnecessary backup files):
- a_rx7_kit00_chassis_loda
- a_rx7_kit00_boot_loda
- a_rx7_kit00_steeringwheel_loda
- a_rx7_kit00_bonnet_loda
- a_rx7_kit00_engine_loda
- a_rx7_kit00_body_loda
- a_rx7_kit00_bumper_f_loda (actually this part is attached front and rear bumpers)
Now you have stock bodykit:
Now we are making kit01_body_a.
We will use parts that include "kit03". Don''t get confused with "a_rx7_kit02_lights_loda". We will use it in one of the next kits.
Parts we use:
- a_rx7_kit03_steeringwheel_loda
- a_rx7_kit03_chassis_loda
- a_rx7_kit03_interior_loda
- a_rx7_kit03_upgrades_loda
- a_rx7_kit03_bumper_f_loda (bumpers with skirts)
- a_rx7_kit00_lights_loda
- a_rx7_kit00_boot_loda
- a_rx7_kit00_bonnet_loda
- a_rx7_kit00_engine_loda
- a_rx7_kit00_body_loda.
Next bodykits won''t have parts that are worse than parts in kit1. So now you can delete next backuped files:
- a_rx7_kit00_steeringwheel_loda
- a_rx7_kit00_interior_loda.
Next is bodykit 2.
Since there is no parts with kit04, in its name, we will use parts that include kit05. The only part that includes kit05 is a_rx7_kit05_boot_loda, so rename it to kit02_body_a.
Again, we need parts from previous bodykit(s). Use parts you used on previous bodykit, except a_rx7_kit00_boot_loda. Of course, make their backups and backup a_rx7_kit05_boot_loda. Now you can delete a_rx7_kit00_boot_loda. And you can delete a_rx7_kit00_chassis_loda and a_rx7_kit00_bumper_f_loda. We don''t need them anymore. Once you attached all of that parts, you have kit02_body_a finished.
Parts for next bodykit include kit06. So we will use this parts:
- a_rx7_kit06_bumper_r_loda (bumpers and skirts)
- a_rx7_kit06_bonnet_loda
- a_rx7_kit06_chassis_loda
- a_rx7_kit06_upgrades_loda
- a_rx7_kit06_interior_loda
Now we must add parts from previous bodykit. As you can see, a_rx7_kit00_lights_loda doesn''t fit with configuration of current WIP kit. So we can delete it and from now we will use a_rx7_kit02_lights_loda. Also, delete a_rx7_kit00_bonnet_loda because we don''t need it anymore. Sorry, I forgot to delete these parts:
- a_rx7_kit03_chassis_loda
- a_rx7_kit03_interior_loda
- a_rx7_kit03_upgrades_loda
- a_rx7_kit03_bumper_f_loda
- a_rx7_kit00_body_loda
- a_rx7_kit00_engine_loda
- a_rx7_kit03_steeringwheel_loda
- a_rx7_kit02_lights_loda
- a_rx7_kit05_boot_loda
Next bodykit has parts that include kit08. Backup and attach following parts:
- a_rx7_kit08_bonnet_loda
- a_rx7_kit08_body_loda
- a_rx7_kit08_chassis_loda
- a_rx7_kit08_bumper_f_loda (both bumpers)
Now backup and attach these parts from previous bodykits:
- a_rx7_kit00_engine_loda
- a_rx7_kit03_steeringwheel_loda
- a_rx7_kit02_lights_loda
- a_rx7_kit05_boot_loda
- a_rx7_kit06_upgrades_loda
- a_rx7_kit06_interior_loda
- a_rx7_kit00_body_loda
- a_rx7_kit06_bumper_r_loda
- a_rx7_kit06_bonnet_loda
- a_rx7_kit06_chassis_loda
- a_rx7_kit10_bumper_r_loda (bumpers)
- a_rx7_kit10_chassis_loda
- a_rx7_kit10_steeringwheel_loda
- a_rx7_kit10_upgrades_loda
- a_rx7_kit10_interior_loda
- a_rx7_kit10_boot_loda
- a_rx7_kit10_body_loda
- a_rx7_kit10_bonnet_loda
Now you must rotate your car for 180 degrees. Switch any window to top view. Show all parts. Then Select/All. Turn on Selected mode. Then go to modify/rotate.
Next you must low your car because it is too high. Switch to left or right and them low it a lil bit. BEWARE! Disable X. You must move it only in Y direction. After you finish that go to select/none and turn of selected mode.
Now switch to top view. You must place brakes and wheel exactly in the middle. Look at the red cude in the middle. That''s the center. Place them to look like this:
Now you''re done with preparing beta mesh.
3rd step: Preparing textures
Open your .z3d.Go to textures browser. It is located near materials editor under "Help".
You will see a bunch of textures, but we don''t need all of them. First texture we need is:
tread_michelin_street1_diffuse_00
Select it and click save. Save it anywhere and name it as "TREAD" (You must use Caps Lock). Later we will move all textures to required folder. Now do the same thing with following textures:
- mazda_rx7_wheel_diffuse_00 and name it as TIRE
- mazda_rx7_misc_diffuse and name it as MISC
- mazda_rx7_lights_glow and name it as KIT00_BRAKELIGHT_ON
- mazda_rx7_lights_diffuse and name it as KIT00_BRAKELIGHT_OFF
- mazda_rx7_interior_diffuse and name it as INTERIOR
- mazda_rx7_engine and name it as ENGINE
- mazda_rx7_badging_diffuse and name it as BADGING
- generic_steeringwheel_momo_mod88_loda_diffuse and name it as TIRE_N
- generic_steeringwheel_momo_mod80_loda_diffuse and name it as BADGING_N
- generic_cockpit_upgrades01_loda_diffuse and name it as INTERIOR_N
- common_grille02_diffuse and name it as LOGO
- common_disk01_diffuse and name it as RIM
- common_chassis_diffuse and name it as MISC_N
Now you need photoshop or any other image editing/converting software that has .DDS plug-in. You need to compress this .DDS textures:
- TREAD as DXT1
- TIRE as DXT1
- MISC as DXT1
- KIT00_BRAKELIGHT_ON as DXT1
- KIT00_BRAKELIGHT_OFF as DXT1 (if you have headlight or brakelight glasses save them as DXT3)
- ENGINE as DXT1
- BADGING as DXT3
- TIRE_N as DXT1
- BADGING_N as DXT1
- INTERIOR_N as DXT1
- LOGO as DXT3
- TIRE as DXT1
- MISC_N as DXT1
4th step: Putting the car in mod tools
Create a new folder and name it mazda or however you want. Then put .z3d and textures in it. After that copy mod tools to your folder. Now go to folder/nfsmw mod tools/zmodeler/mwrawfilter.zmf Copy that file to Zmodeler1 directory/filters.Next go to nfsmw-modtools\\ferrari360\\output\\CARS_REPLACE\\SL65. Delete all files inside except CAR.ini. Open CAR.ini with notepad and do this:
[car] name=Mazda RX-7 manufacturer=MAZDA internal=rx7 <-- because I will replace RX-7 from Most Wanted modloader=0.2
Save and close it. Next rename folder SL65 to RX7. After that delete textures 360misc, 360tire and 360badging in ferrari360 folder.
Now right click on build.bat and left click on edit. Make it look like this:
@echo off
echo =====================================================
echo Compiling Textures...
echo =====================================================
..\bin\mwtc.exe texdefn.txt
..\bin\\texpatch output\FRONTEND\\MANUFACTURERS\6-MAZDA.BIN "CARSELECT_MANUFACTURER_MAZDA"
..\bin\texpatch output\CARS_REPLACE\RX7\SECONDARYLOGO.BIN "SECONDARY_LOGO_RX7_1"
echo.
echo =====================================================
echo Compiling Model...
echo =====================================================
..\\bin\\mwgc -nowait -xname "RX7" -matlist "matlist360.txt" -xlink "xlink360.txt" -source "mw360.mwr" -target "output\CARS_REPLACE\RX7\GEOMETRY.BIN"
echo.
echo =====================================================
echo Complete.
echo =====================================================
pause
In case your car is not a Mazda, here are all manufacturer numbers:
Aston Martin-21
Audi-5
BMW-1
Cadillac-24
Chevrolet-19
Corvette-25
Dodge-8
Fiat-23
Ford-2
General Motors-7
Lamborghini-15
Lexus-17
Lotus-14
Mazda-6
McLaren Mercedes-11
Mercedes-Benz-12
Mitsubishi-10
Pontiac-18
Porsche-4
Renault-16
Subaru-3
Toyota-9
Vauxhall-20
Volkswagen-22.
Now cut all textures and paste them to Mazda RX-7/nfsmw-modtools/ferrari360.
Next open texdefn.txt and modify it to look like this:
[tpk]
Identifier=CARTEXTURES
PipelinePath=Global\Pipeline\CarTemplateTextures_RX7.tpk
XName=RX7
Output=output\CARS_REPLACE\RX7\TEXTURES.BIN
[texture]
Name=MISC
File=MISC.dds
[texture]
Name=TIRE
Usage=Type1
File=TIRE.dds
[texture]
Name=BADGING
File=BADGING.dds
[texture]
Name=ENGINE
File=ENGINE.dds
[texture]
Name=BADGING_N
File=BADGING_N.dds
[texture]
Name=INTERIOR
File=INTERIOR.dds
[texture]
Name=INTERIOR_N
File=INTERIOR_N.dds
[texture]
Name=KIT00_BRAKELIGHT_ON
File=KIT00_BRAKELIGHT_ON.dds
[texture]
Name=KIT00_BRAKELIGHT_OFF
File=KIT00_BRAKELIGHT_OFF.dds
[texture]
Name=LOGO
File=LOGO.dds
[texture]
Name=MISC_N
File=MISC_N.dds
[texture]
Name=RIM
File=RIM.dds
[texture]
Name=TIRE_N
File=TIRE_N.dds
[texture]
Name=TREAD
File=TREAD.dds
Now open xlink360. Don''t delete anything. Just copy this five times:
KIT00_BODY_B=KIT00_BODY_A
KIT00_BODY_c=KIT00_BODY_A
KIT00_BODY_D=KIT00_BODY_A
KIT00_BODY_E=KIT00_BODY_A
and rename it to
KIT01_BODY_B=KIT01_BODY_A
KIT01_BODY_c=KIT01_BODY_A
KIT01_BODY_D=KIT01_BODY_A
KIT01_BODY_E=KIT01_BODY_A
KIT02_BODY_B=KIT02_BODY_A
KIT02_BODY_c=KIT02_BODY_A
KIT02_BODY_D=KIT02_BODY_A
KIT02_BODY_E=KIT02_BODY_A
KIT03_BODY_B=KIT03_BODY_A
KIT03_BODY_c=KIT03_BODY_A
KIT03_BODY_D=KIT03_BODY_A
KIT03_BODY_E=KIT03_BODY_A
KIT04_BODY_B=KIT04_BODY_A
KIT04_BODY_c=KIT04_BODY_A
KIT04_BODY_D=KIT04_BODY_A
KIT04_BODY_E=KIT04_BODY_A
and
KIT05_BODY_B=KIT05_BODY_A
KIT05_BODY_c=KIT05_BODY_A
KIT05_BODY_D=KIT05_BODY_A
KIT05_BODY_E=KIT05_BODY_A
and finally save your file.Next we need to compile matlist360.txt. But we can''t do that because material names are too long. So we are going to cut them. Open mazda.z3d. Go to materials editor (red ball under help button). Now rename materials (mazda_rx7_interior (vehicles_basic,VehicleBasic) to mazda_rx7_interior, generic_chassis (vehicles_basic,VehicleBasic) to generic_chassis, etc.). Then click hide all and then show all parts (because of a zmodeler bug). After that click save and close zmodeler2. Now we can work on matlist.
Open matlist360.txt. Delete everything in it. Now copy all material names from .z3d file. Every material has to be in it''s own row.
Now we will assign shaders to this materials. After shaders we need to assign textures. Here is the list of all available shaders:
0xD6D6080A <-- body paint
0x5BC3A3C <-- texture brakelights | If you use them you must assign this texture for it: 0x2B52399 and you must have textures KIT00_BRAKELIGHT_ON and OFF
ALUMINUM
BOTTOM
BRAKEDISC
BRAKELIGHT
BRAKELIGHTGLASS
BRAKES
CALIPER
CALIPERDECAL
CARBONFIBER
CARBONFIBER2
CHAR_CLOTH
CHAR_HAIR
CHAR_LATEX
CHAR_LEATHER
CHAR_PLASTIC
CHAR_RUBBER
CHAR_SKIN
CHROME
CLEARPLASTIC
DECAL
DEFAULT
DIABLOHP
DRIVER
DRIVERHEAD
DULLENGINE
DULLPLASTIC
ENGINE
EXHAUST_TIP
GOLDROTOR
GRILL
HEADLIGHT
HEADLIGHTGLASS
HEADLIGHTREFLECTOR
HOSES <-- damage scratches
INTERIOR
LICENSEPLATE
MAGCHROME
MAGGUNMETAL
MAGSILVER
MAGSILVERGLOSS
MATTEPLASTIC
MESH
METPAINTBLACK
METPAINTBLUE
METPAINTGOLD
METPAINTGRAY
METPAINTGREEN
METPAINTRED
METPAINTSILVER
METPAINTYELLOW
MIRROR
MOLDINGS
PEARL
PLAINNOTHING
PLASTICHUBCAP
RAD
REGPAINTBLACK
REGPAINTBLUE
REGPAINTGRAY
REGPAINTGREEN
REGPAINTORANGE
REGPAINTPINK
REGPAINTRED
REGPAINTWHITE
REGPAINTYELLOW
RIMPEARL
ROAD
RUBBER
SHINYMOLDINGS
SHINYPLASTIC
TRAFFIC
TRAFFICWINDOWS
USER_CALIPERS
USER_EXHAUST
USER_EXHAUST2
USER_HOSES
USER_RIMS
USER_RIMS_CHROME
USER_RIMS_GLOSS
USER_RIMS_GUNMETAL
USER_RIMS_MAGSILVER
USER_RIMS_MET
USER_RIMS_SILVERGLOSS
USER_SPOILER
WHEELBLUR
WHITE
WINDOWMASK
WINDSHIELD
Now textures. If you use internal textures you must write "x_" in front of texture''s name. If you use textures from GlobalB.lzc you mustn''t write anything in front of it''s name. Separate materials from shaders by writing "=" between them and separate shaders from textures by writing "/" between them with NO SPACE BETWEEN them.
Here is my matlist:
mazda_rx7_interior=INTERIOR/x_INTERIOR
generic_chassis=BOTTOM/x_MISC_N
mazda_rx7_misc=DULLPLASTIC/x_MISC
mazda_rx7_paint=0xD6D6080A/x_SKIN1
mazda_rx7_badges=DULLPLASTIC/x_BADGING
mazda_rx7_lights=0x5BC3A3C/0x2B52399
generic_windows=WINDSHIELD/WINDOW_FRONT
generic_gloss_black=DULLPLASTIC/WINDOW_MASK
mazda_rx7_engine=ENGINE/x_ENGINE
mazda_rx7_wheel_tyre=RUBBER/x_TIRE
mazda_rx7_tread=RUBBER/x_TREAD
generic_lightflares
generic_glass_clear=HEADLIGHTGLASS/WINDOW_FRONT
generic_carbon=CARBONFIBER/CARBONFIBRE
mazda_rx7_wheel=MAGSILVER/x_TIRE
mazda_rx7_wheel_alpha <-- unnecesary material
mazda_rx7_disc=BRAKES/x_RIM
generic_cockpit_upgrades_loda=INTERIOR/x_INTERIOR
generic05_loda=INTERIOR/x_TIRE_N
generic_grille=GRILL/x_LOGO
momo_mod80_loda=INTERIOR/x_BADGING_N
Save matlist. Open mazda.z3d and export it to mod-tools/ferrari360/mw360.z3d (zmodeler1 file). Now open the mesh with zmodeler1. In case you don''t have .mwr plug-in copy/cut it from mod-tools/zmodeler and paste it into zmodeler1 directory/filters before opening the file. Export it to mw360.mwr and run build.bat. Now you can test your car.
5th step: Fixing wheel positions and logos
Find FE.MWPS, ATTRIBUTES.MWPS and SECONDARYLOGO.BIN from another addon which replaces the same car. Copy/cut and paste them into mod tools/ferrari360/output/CARS_REPLACE/RX7. Rename 32-FERRARI.BIN from MANUFACTURERS folder to ##-MAKE_OF_YOUR_CAR (in my case 222-NEW_MAZDA) Swap the texturewith your one (It must be 64x64 pixels size and DXT3.) using NFS-TexEd. Edit car.ini and change the name of manufacturer from MAZDA to, in my case NEW_MAZDA. Right click on build.bat and click edit. Change this row:..\bin\texpatch output\FRONTEND\MANUFACTURERS\6-MAZDA.BIN "CARSELECT_MANUFACTURER_MAZDA"
to (in my case)
..\bin\texpatch output\FRONTEND\MANUFACTURERS\222-NEW_MAZDA.BIN "CARSELECT_MANUFACTURER_NEW_MAZDA"
Manufacturer logo is finished.
Open SECONDARYLOGO.BIN (I don''t need to do this because logos are the same but I''m doing this because most of you won''t convert cars which are already in game.) using NFS-TexEd. Swap the texture with your one (it must be 256x64 pixels size and DXT3). Click save and then exit. Secondary logo is finished.
Open FE.MWPS. Change manufacturer value to 222 (because that is the number of our manufacturer logo file.). You can edit price and required blacklist level if you want. If you don''t want, delete those rows. Save your file. Open ATTRIBUTES.MWPS. Make it look like this:
##---------------------------------------------------
## 2003 Mazda RX-7
## Replacement for Mazda RX-7
## Attributes.bin patch script
##---------------------------------------------------
memfile GLOBAL\\GlobalMemoryFile.bin
vpak GLOBAL\\ATTRIBUTES.BIN db
##---------------------------------------------------
## TireOffsets
## front left
patch float bin:0x40940 1.25
patch float bin:0x40944 0.99
patch float bin:0x40948 0
patch float bin:0x4094c 0.34
## front right
patch float bin:0x40950 1.25
patch float bin:0x40954 -0.99
patch float bin:0x40958 0
patch float bin:0x4095c 0.34
## rear right
patch float bin:0x40960 -1.42
patch float bin:0x40964 -1.03
patch float bin:0x40968 0
patch float bin:0x4096c 0.355
## rear left
patch float bin:0x40970 -1.42
patch float bin:0x40974 1.03
patch float bin:0x40978 0
patch float bin:0x4097c 0.355
## TireSkidWidth
patch float bin:0x40a0c 0.245
patch float bin:0x40a10 0.245
patch float bin:0x40a14 0.335
patch float bin:0x40a18 0.335
## KitWheelOffsetRear
patch int8 bin:0x40a38 0
patch int8 bin:0x40a39 0
patch int8 bin:0x40a3a 0
patch int8 bin:0x40a3b 0
patch int8 bin:0x40a3c 0
patch int8 bin:0x40a3d 0
## KitWheelOffsetFront
patch int8 bin:0x40a46 0
patch int8 bin:0x40a47 0
patch int8 bin:0x40a48 0
patch int8 bin:0x40a49 0
patch int8 bin:0x40a4a 0
patch int8 bin:0x40a4b 0
Now you need to change values. First row of tire offsets indicates X and second Y movement of wheels. Third row changes wheels height (DO NOT TOUCH. It must be 0). 4th row changes wheels size. TireSkidWidth changes width of wheels. KitWheelOffsets indicate Y movement of wheels for bodykits. Now save your file and run MW with Bytesss''s trainer (follow instructions in readme.) After you finish with your car, close the game and just copy values to ATTRIBUTES.MWPS.
Next, we''re gonna put liveries as bodykits. Open your .z3d. Hide all parts except kit01_body_a. Go to polygons mode. Go to Select/By Material and choose mazda_rx7_paint. Then go to materials editor. Create a new material and name it to something like "KIT01_LIVERY". Then click "Assign to selection". Repeat this with other 4 kits. Save the file and export it to old .z3d and then to .mwr. Add new materials to matlist. Now it''s up to you to choose the shader for liveries'' material. If you use default body shader you will occur some bugs with paint when painting the car with custom paints (pearlscent, chrome, matte...). If you use CARBONFIBER it won''t have much shine. If you use REGPAINTBLACK it will have too much shine and if you use METPAINTBLACK it will look almost perfect.
Easter Egg
I''ve made one intentional bug in order to teach you how to fix mistakes you might make sometimes. I put side mirrors as base_a. Which means that they won''t be painted if you change the bodykit. So this is how we''re gonna fix it:Hide all parts except base_a. Go to polygons mode. Select/By Material/mazda_rx7_paint. Click SELECTED MODE. Modify/Submesh/Detach (make sure "keep original" option is not enabled). Now go to the default mode and then Create/Copy and copy this detached part 4 times. Attach each part to an aftermarket bodykit. Then change it''s material using the same method we used in putting liveries as bodykits. Just make sure you deselect everything before selecting body material again.
That''s all, I hope it helps. If you need help PM me. Once you learn converting I suggest these tutorials:
http://gangontheweb.forumotion.com/arg-restricted-tutorials-f30/vltedit-tutorial-t528.htm
http://gangontheweb.forumotion.com/arg-restricted-tutorials-f30/tutorial-making-custom-vinyls-for-mw-t475.htm
Please, don''t abuse this tutorial by using it to reconvert cars which are already converted by other converters unless they are bad.
-Mihailo
No comments:
Post a Comment