I really need to sit down someday and put all my notes down into one text on converting the different types of smf's and the art they use but it would be epic and take about as much time as it takes to build a track, winterkill and phin know what i'm talking about since they've both done it several times on different topics. i just do not have the time to do that in the foreseeable future.
if you'd like i will convert any models you need and keep it a secret also if that's what you'd like to do just drop me a email.
briefly,
evo 1 smf models are the easiest since they all use the familiar raw and act art files the only difference is that the evo transparent models also use opa art files that basicaly just create a shadow effect that designates what is and what is not transparent in the game on the model, but of course mtm2 cannot read opa's so you just edit the raw file with r0,g0,b0 black where you want transparency and trash the opa (although sometimes converting the opa to a gif can be very helpfull in pinpointing where transparency is needed before it's trashed). also before you try to convert you need to open up the raw file and bump it up to 16 million colors and save it as a tga file with the same name as the raw file used by the smf, then zmod will convert it fully mapped, after that i rename the art files and pump the new bin through binnamer to prevent any future model conflicts. Evo models can be very wastefull of system resources primarily in the art department with many un-needed file sizes, for instance a simple fence mapped to a 256 raw is just silly and with a half dozen of those on a track you'll start to see some lag in the game, so a lot of art files need to be resized/combined so some models will need to be remapped in binedit... another thing that needs addressing in binedit in the waste department is the amount of vertices smf's use which often times are double of what's needed in mtm so merging is highly recommended as well as searching for and deleting unnessesary faces, then again remapping if needed.
the models in evo2 from what i've seen, are for the most part just carry overs from evo1 but the newer ones use tif art files which i convert to gif then to raw, act, and tga's with photoshop, also the newer smf's need to be edited with notepad before zmod will open them correctly but i don't have that info with me right now..
animated smf's will need to be processed with smurf beforehand or zmod will crash.
in a nutshell that's it... but like i said i'd be happy to do any that you need, or if you need any help along the way doing it yourself just ask and i'll be around to help.
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