First step is make a raw car model. Ready model don't have any materials and textures.
It look like this:
Now use scale, rotate and move tools for properly prepare geometry. Final effect should looks like in next screen.
One of name from this file is carname_KIT00_BODY_A (A,B,C,D), that mean you must create part with name eg. for miata car it is MIATA_KIT00_BODY_A. As you can see on next screenshot there is selected a main part and named as is needed.
When
you have all parts properly named next step is assign materials and
textures. First create any material in Material Editor (press M to
launch this module). In this tutorial will be assigned BODY_PAINT. You
can use any name you want, here is SKYLINE_BODY. In material editor is
changed color to green for easy recognise.
When you have ready material next
step is assign this material to faces of geometry parts. Select part on
faces that you need and using Drag@Drop put this material on selection.
For this tutorial SKYLINE_BODY is assigned for doors and roof. Of course
to make a good car you must create more materials and assign them to
corect faces.
Now export .obj file to any folder.
Now export .obj file to any folder.
For .obj exporter use settings:
modeler_material material texture
First very important thing is that material name is the same as
used in material editor !! Only this material name will be processed.
Any data include into skyline.mtl will be ignored. Second thing is that
matlist.txt must be in the same folder where is created .obj file.Body paint has material 0xd6d6080a and texture 0x9b50e870. So just open matlist.txt in notepad and write this:
Next
part is compile the project using NFS:U2 Geometry Compiler
(nfsu2gc.exe) to check how it looks now. Compiled car look in game:
DOWNLOAD NFSU2 MOD TOOLS V1.2 here.
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