Too difficult to map texture in evo2 *.SMF format? No problem...read the manual below and see how easy it is...

 

Tools to be used in tutorial:

  • 3D modeling software:  Zanoza 3D ver 1.05.  >> http://www.zmodeler.com
  • Text editor: eg-"NOTEPAD.exe" , "WORDPAD.exe" or compatible.

updated :  7/11/2002

Problem mapping in evo2.

Null texture in evo2 *.smf format- So you tried to map in evo2 format using Z-modeler eh? Won't work?  Forget it..don't even try it won't work.  Why?  until now I didn't have any solution why but you can still map and get back to evo2 format again.  How?  You need to go back  to the roots.  Get back to evo1 mapping style.

Start mapping in evo1 format first -

  1. Run your Z-modeler program and open your truck *.smf evo2 file.  Then save it in *.smf evo1 format.
  2. Open your previous file in *.smf evo1 file again and re-map the texture to your 3D object.  Click here for quick mapping tutorial.
  3. Finish mapping? See how easy it is to map texture in evo1.  Yes now you can see your texture well mapped on to your 3d object/truck/parts.
  4. Now save two copies of *.smf file in both evo1(as backup) and in evo2 format.
  5. Exit your Z-modeler and open your "Notepad.exe" or "Wordpad.exe" or any compatible text editor.
  6. Use this text editor program to open your *.smf file in evo2 format.
  7. Look in the *.smf content and edit the content to replace the *.RAW or NULL texture value with *.TIF [look for example shown on the table below]
     
    Example: Original sample of evo1  *.TRK file. ------------using *.RAW  texture file.

    C3DModel

    4

    17

    0,50.0

    LightHL

    1

    1

    4,1,2,0

    1.000000,1.000000,0.545981,1,1,xlsfrde.RAW   <

    -2.307853,1.725092,5.903635,-0.311539,0.525744,0.791541,0.557974,0.290022

    -1.313931,1.428604,6.491756,-0.312348,0.525615,0.791308,0.401141,0.338892

    -1.334984,1.795035,6.361060,-0.424758,0.282385,0.860139,0.404653,0.297472

    -2.318443,1.475511,6.175515,-0.174440,0.728752,0.662187,0.568694,0.333590

    0,1,2

    0,3,1

    LightHR

    1

    1

    .....................................

    ............................................

    Convert to:  >>

    Example: Original sample of evo2  *.TRK file. ------------using *.TIF  texture file.

    C3DModel

    4

    17

    0,50

    LightHL

    1

    1

    4,1,2,0

    v1

    1.000000,1.000000,0.545981,1,1,xlsfre2.tif   <

    "xlsfre2_BUMP.TIF"   <

    -2.307853,1.725092,5.903635,-0.311539,0.525744,0.791541,0.557974,0.290022

    -1.313931,1.428604,6.491756,-0.312348,0.525615,0.791308,0.401141,0.338892

    -1.334984,1.795035,6.361060,-0.424758,0.282385,0.860139,0.404653,0.297472

    -2.318443,1.475511,6.175515,-0.174440,0.728752,0.662187,0.568694,0.333590

    0,1,2

    0,3,1

    LightHR

    1

    1

    ........................................

    .....................................................

     

     

  8. Since your truck *.smf file in evo2 format all your texture should be made in *.TIF format.  Two type of *.TIF texture need to be included for a single *.smf evo2 format.  These are:
    • *.TIF -(actual texture of your truck plus embedded alpha channel used for transparency).
    • *_BUMP.TIF (include embedded alpha channel used for reflection layering).
  9. For more information and FAQ you can go to the main tutorial page for more references.

GOOD LUCK!