Minggu, 01 April 2012

How to make a car using NFS:U2 ModTools?

This tutorial is made using trial version of 3DS Max Studio.
First step is make a raw car model. Ready model don't have any materials and textures.


It look like this:


Next step is properly scale & reorient geometry.To to that as simple as possible just import BMW_M3.obj from NFS:U2 ModTools example folder.You don't need all parts from this file. Select only MIATA_KIT00_BODY_A.

Now use scale, rotate and move tools for properly prepare geometry. Final effect should looks like in next screen.

Now you can delete MIATA_KIT00_BODY_A, because you don't need this. Now you must properly name car parts. It is very important, only supported names will be processed by game. All parts which have another names for example MY_BODY will be ignored by game. So use only names that include parts.txt file inside in NFS:U2 ModTools package.
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.
For .obj exporter use settings:

Now when skyline.obj is ready next step is create properly matlist.txt. As you can see the formula for records in this file is very simple:
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.

DOWNLOAD 3DS Max Studio here





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