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Ruddfan21
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Joined: 19 Nov 2004
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PostPosted: 19 Nov 2004 12:16 am    Post subject: Converting other Models to Heat Reply with quote


    Hello I am new here. I am wondering if someone could help me out with something i want to add in heat. I am wondering how to convert NR2k3 CTS models and NT2004 models to heat. I have them all in Zmod, and I also have 3DMax Release 3. Can someone help me out here. Thanks.
    Ruddfan21

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BD Ford
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PostPosted: 19 Nov 2004 01:42 am    Post subject: Reply with quote


    converting, I found, to be easy. Zmodeller can save the files in Nheat's .mod format however its best to save them as Viper Racing .mod format. for a car you will need a body shape saved as high1[0] to high9[0] for high detail and low1[0] to low 6[0] for low detail although a lot of mods use but one (low) shape to save time and space. My own Konica Aussie V8 mod uses just the one car shape for all the files, both low and high, as it was a medium poly model anyway. I made low and high files so that it would work for anyone - otherwise you have to set the game to not run high detail cars or it will crash.


    Heres the nuts n bolts. In zmodeler, select ALL the faces of the car shell, then use the creat - objects - uniteselect menu commands. Name the new object as , say, high1[0], then export that as a Viper .mod file called high1.mod.
    Either repeat for each other file by renaming the object then re exporting or just copy and rename files under windows.

    Textures for the car shell exterior need to be uncompressed 24 bit .tgs format, one one file, and square in shape such as 512 x 512 or 1024 x 1024 etc. If the files fo the car you are converting ar on one file then just size them square and convert to .tga - I did this woith my mod by changing the files from 256 x 512 .bmp and the mapping stayed in place. You will have to tell zmodeller to use the .tga file in the materials editor.

    Best way to see how its done it to take apart one of the default HEAT cars with the rescrack tools and look at the files.

    the files High[0] and low[0] are the cars 3D cockpit interior models. If you want nascar types then use the default ones.

    Other than that look around the forums here and other sites, and the HEAT sites, there is a lot of info to help you
    good luck

    BD Ford
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flash2042
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Joined: 28 May 2004
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PostPosted: 19 Nov 2004 06:06 am    Post subject: Reply with quote


    one thing to remember is the higher the number, the worse the detail should be. high1.mod should be a very intricate model and it is used during the closest encounters. the model should get lower in poly and detail all the way to high9.mod where it should probably just look like a box. the only time i can think of high9 ever being used is pittin at dega watching cars come off of 2 if you've got tv view on. but yeah, low1-6 are just the same. but their detail should be pretty crappy to start with. the reason for this is because if you've got a car maybe 100 meters ahead of you, you don't even NEED to see each little detail. you wouldnt see it in real life anyways, so it's just wasting precious polys. many mods have been done this way and they are much more friendly to us lower end users. but if its for your own enjoyment, do what you want. Wink
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Ruddfan21
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Joined: 19 Nov 2004
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PostPosted: 19 Nov 2004 09:39 pm    Post subject: Reply with quote


    Ok thanks for the help guys. i got the 2004 dodge in the game just a few problems. the wheels dont line up. the windows arent see threw and i need to learn how i can get paints on the thing. not just the blank on that was with it. ya know what i mean?

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Goresh
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PostPosted: 19 Nov 2004 10:15 pm    Post subject: Reply with quote


    Ok 1st off wheel placement needs to be set in the physics file ie wheelbase, front and rear track. Windows require an alpha channel to appear transparent and when converting the tga to tex you must add /a to the end of the command line (use a space between command line and the /a) example: Mktex windows.tga windows.tex /a
    For the paints you'll need to explain better if I'm to help. Do you mean more than one paint scheme on one model?
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Ruddfan21
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PostPosted: 19 Nov 2004 10:54 pm    Post subject: Reply with quote


    no its the paint scheme that i had in zmod i made it dodge.tex and it has that paint scheme, im assuming if i leave that out of the .car file the paints will show up. thanks for the help.

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flash2042
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PostPosted: 21 Nov 2004 06:06 pm    Post subject: Reply with quote


    you'll have to rename and reapply the dodge.tga into dodge1.tga. the 1 is what makes it paintable. in zmod, just replace the dodge.tga with one named dodge1.tga. it dont even have to be a good texture, just as long as it's named dodge1.tga. one thing to remember is the name of the car file. i'm assuming you're calling your dodge car file dodge.car, so thats where the dodge1.tex is coming from. now if you were going to call it mytestcar.car or something, it'd have to be named mytestcar1.tga. hope this helps some
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Jayblade
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Joined: 06 Jun 2004
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PostPosted: 21 Nov 2004 08:15 pm    Post subject: Reply with quote


    flash2042 wrote:
    you'll have to rename and reapply the dodge.tga into dodge1.tga. the 1 is what makes it paintable.

    Probably better said makes it so it will use diffrent paints (IE: Car1.tex, Car4.tex, Car6.tex etc....) from the drivers txt.
    J.
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Ruddfan21
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PostPosted: 21 Nov 2004 09:48 pm    Post subject: Reply with quote


    yeah thanks and how do i get it so the wheels fit. can someone help me here. thanks.

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Jayblade
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PostPosted: 21 Nov 2004 10:28 pm    Post subject: Reply with quote


    Ruddfan21 wrote:
    yeah thanks and how do i get it so the wheels fit. can someone help me here. thanks.

    I usually do that by scaling the car in 3d till i get it alinged so the fronts fit the wheel wells then from there you will have to edit the physics.txt till you get the rears aligned and then if your off to far forward you adjust the model offset in the physics.
    J.
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jhande
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Location: White Mountains NH - USA

PostPosted: 18 Jan 2005 06:10 pm    Post subject: Reply with quote


    Is it just me? Maybe I should just give up? Evil or Very Mad

    I've tried converting a 34 Ford Coupe from NFS to Heat (J's MCH).

    4 times I followed his tutorial at - Conversion Manual
    One possible problem - I can't see the texture (paintjob) in 3D MAX v3 even though I followed the steps exactly.

    So I tried 3 more times using just ZModeler. I can see the texture (paintjob) but I get the same end results.

    I called the car 34Ford.car, paintjob was turned from 34Ford1.tga (also 34Ford1.tex) to car112.tex (mktex).
    I edited the drivers.txt file -
    number 112
    name 34 Coupe
    chassis 34Ford

    I start the game, chose my game name (Jim), picked the 34 Coupe and clicked race. The game aborts (won't restart without a reboot) with this error message (shortened version) -

    42.44.650: paintjobs: ~69 Olds 44.tex does not exist
    42.44.650: paintjobs: ~69 GTO Jud.tex does not exist
    42.44.650: paintjobs: ~66 GTO Bla.tex does not exist
    42.44.650: paintjobs: ~69 GTO Ora.tex does not exist
    42.44.650: paintjobs: ~71 Duster .tex does not exist
    42.44.650: paintjobs: ~70 El Cami.tex does not exist
    42.44.650: paintjobs: ~Jim Testin.tex does not exist
    42.44.650: paintjobs: ~Jim.tex does not exist
    42.44.700: paintjobs: ~69 Olds 44.tex does not exist
    42.44.870: paintjobs: ~69 GTO Jud.tex does not exist
    42.45.360: paintjobs: ~66 GTO Bla.tex does not exist
    42.45.690: paintjobs: ~69 GTO Ora.tex does not exist
    42.45.910: paintjobs: ~71 Duster .tex does not exist
    42.46.020: paintjobs: ~70 El Cami.tex does not exist
    42.46.130: paintjobs: ~Jim Testin.tex does not exist
    42.46.300: paintjobs: ~Jim.tex does not exist
    42.46.300: res: ResourceGet("stock1.tex") not found, returning NULL!
    42.46.410: except: dec: exe 6ae1e74
    42.46.410: =============================================

    What am I missing or doing wrong?
    I know it's almost impossible to figure out what some newbie did at home, but hopefully somebody, somewhere had a similar problem.

    Confussed,
    Jim

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Jayblade
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PostPosted: 18 Jan 2005 11:47 pm    Post subject: Reply with quote


    Well from what i can see the game is looking for Stock1.tex does that sound like any thing farmiluar to you? Also NHeat really shouldnt crash from a missing tex file on a car try some other tracks see if you get the same error Sounds like you did everything right on the car maybe have someone else try it too. make sure that you dont have the word stock anywhere in the drivers txt
    Good luck
    J.
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spin_doctor
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PostPosted: 19 Jan 2005 12:10 am    Post subject: Reply with quote


    We need to see what is just below that part of the error log too. Not finding the stock.tex is not a failure cause in and of itself. If enought tex files aren't found there will be a memory shortage as the game reserves some of it to handle each of those images, at least until it decides they aren't there.

    There should be a statement in the error log about failing or panic in between line brackets like the sample below:

    =======================================

    Panic - can't locate Stock.car

    =======================================

    What ever is said there will help to show why and how the game CTD, along with the section you showed.
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jhande
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PostPosted: 19 Jan 2005 01:58 am    Post subject: Reply with quote


    This is really got me stumped. I never named anything Jim(anything) other than the name in the drivers.txt. Also I never named anything stock1.tex, nor can I find any stock1.tex anywhere.

    Anyway, I used ML2 and loaded only one track - Daytona. I then edited the drivers.txt to contain only the following -

    table Driver
    number 112
    name 34 Coupe
    chassis 34Ford
    rank 3
    race_image 373
    body_style ccar
    wheel_basename gtire
    end


    end

    I was hoping that would cut down on possible causes to the problem. Here's the complete heat.log -


    38.05.210: ======================================================================
    38.05.210: Jul 5 2004 16:20:40 N W32 M6 R senor_b
    38.05.210: ======================================================================
    38.05.210: mem: p/s/t t/a 191M/43M 1234M/1130M 2044M/2015M
    38.05.210: -----------------------
    38.05.210: DeviceDesc: AMD 756 PCI Bus Master Dual IDE Controller
    38.05.210: Mfg: AMD
    38.05.210: HWRevision: 003
    38.05.210: -----------------------
    38.05.210: DeviceDesc: AMD 756 PCI to USB Open Host Controller
    38.05.210: Mfg: AMD
    38.05.210: HWRevision: 006
    38.05.210: -----------------------
    38.05.210: DeviceDesc: Conexant PCI Modem Enumerator
    38.05.210: Mfg: Conexant
    38.05.210: HWRevision: 008
    38.05.210: -----------------------
    38.05.210: DeviceDesc: Conexant HCF V90 56K Data Fax PCI Modem
    38.05.210: Mfg: Conexant
    38.05.210: -----------------------
    38.05.210: DeviceDesc: NVIDIA GeForce4 Ti 4200
    38.05.210: Mfg: NVIDIA
    38.05.210: HWRevision: 163
    38.05.210: -----------------------
    38.05.210: DeviceDesc: ESS Solo-1 PCI AudioDrive
    38.05.210: Mfg: ESS Technology, Inc.
    38.05.210: HWRevision: 002
    38.05.210: -----------------------
    38.05.210: DeviceDesc: Creative EMU10K1 Gameport
    38.05.210: Mfg: Creative Technology, Ltd.
    38.05.210: HWRevision: 010
    38.05.210: -----------------------
    38.05.210: DeviceDesc: Creative SB Live! series
    38.05.210: Mfg: Creative Technology, Ltd.
    38.05.210: HWRevision: 010
    38.05.210: -----------------------
    38.05.210: DeviceDesc: Dial-Up Adapter
    38.05.210: -----------------------
    38.05.210: DeviceDesc: Dial-Up Adapter #2 (VPN Support)
    38.05.260: JoyBegin
    38.05.260: Joystick 0: "Logitech MOMO Racing (USB)"
    38.05.260: joy 0: create_joystick
    38.05.260: joy: created 0 as "Logitech MOMO Racing (USB)"
    38.05.260: joy 0: turned off deadzone
    38.05.320: joy 0: Created x-effect
    38.05.320: joy 0: created y effect
    38.05.320: joy 0: created spring effect
    38.05.320: data directory: C:\Program Files\Hasbro Interactive\NASCAR Heat\Data\
    38.05.320: Config Dir: C:\Program Files\Hasbro Interactive\NASCAR Heat\
    38.05.320: Add-on tracks dir: "C:\Program Files\Hasbro Interactive\NASCAR Heat\tracks\"
    38.05.320: mod: trying mod "MotorCityHeat"...38.05.320: mod.cfg found ok.
    38.05.320: mod: Config Dir override: C:\Program Files\Hasbro Interactive\NASCAR Heat\MotorCityHeat\
    38.05.320: Running on Windows 9x version 4.10:2222 A
    38.09.110: ddraw: created directdraw with NVDD32.DLL (NVIDIA GeForce4 Ti 4200)
    38.09.110: ddraw: version 4.13.1.4072
    38.09.710: vid: 64 meg card (reported:63.367188)
    38.09.710: vid: using AGP textures (95), total: 64
    38.09.710: vid: triple buffer on
    38.09.770: texture: supports compressed solid texture
    38.10.310: mr: 3D performance: 903 MPix/sec, 2926 KTris/sec
    38.10.310: mr: fill rate is AWESOME, poly rate is GREAT, machine speed is 499
    38.10.370: bink(intro.bik): open failed (Error opening file.)
    38.10.370: using sound mixer Sound
    38.10.530: track.ini: Daytona ok
    38.11.360: Using user driver file
    38.30.420: Can't open C:\Program Files\Hasbro Interactive\NASCAR Heat\MotorCityHeat\Setups\Daytona.gar
    38.33.000: unloading ui: 65.1 MB
    38.33.000: SCO file !exists or !legit; creating empty one
    38.33.050: unloaded ui: 65.2 MB
    38.33.160: loaded race: 66.5 MB
    38.33.330: ghost: Loading trackline *ghostcar.res/Daytona.gcf (Tman) [45.856003 sec]
    38.33.330: setting driving video mode = 4
    38.33.820: vid: triple buffer on
    38.34.040: records: using actual track length: 4000.000000 m
    38.34.320: Can't open C:\Program Files\Hasbro Interactive\NASCAR Heat\MotorCityHeat\Setups\Daytona.gar
    38.34.320: paintjobs: ~Jim.tex does not exist
    38.34.370: paintjobs: ~Jim.tex does not exist
    38.34.370: res: ResourceGet("stock1.tex") not found, returning NULL!
    38.34.480: except: dec: exe 6ae1e74
    38.34.480: ============================================================
    38.34.480: EXCEPTION: Task "<main>" @ 004750F8 : EXCEPTION_ACCESS_VIOLATION
    38.34.480: NON-DEBUG
    38.34.480: ( 00419520 , none , my_handler )
    38.34.480: ( 004750F8 , EXCEPTION_ACCESS_VIOLATION , ? )
    38.34.480: ( 004750B0, call-stack , ? )
    38.34.480: ( 00474AFE, call-stack , ? )
    38.34.480: ( 0048C80A, call-stack , ? )
    38.34.480: ( 0041D5E3, call-stack , ? )
    38.34.480: ( 0041D6B7, call-stack , ? )
    38.34.480: ( 00475FFB, call-stack , ? )
    38.34.480: ( 004925DF, call-stack , ? )
    38.34.480: ( 004925A3, call-stack , ? )
    38.34.480: ( 0041D5E3, call-stack , ? )
    38.34.480: ( 0041D33C, call-stack , ? )
    38.34.480: ( 0048A009, call-stack , ? )
    38.34.480: ( 004876E9, call-stack , ? )
    38.34.480: ( 004E0126, call-stack , ? )
    38.34.480: ( 004DEA4B, call-stack , ? )
    38.34.480: ( 00430025, call-stack , ? )
    38.34.480: ( 0049114E, call-stack , ? )
    38.34.480: ( 0049138E, call-stack , ? )
    38.34.480: ( 00486BAB, call-stack , ? )
    38.34.480: ( 0048739D, call-stack , ? )
    38.34.480: ( 004135C7, call-stack , ? )
    38.34.480: ( 004E79E5, call-stack , ? )
    38.34.480: ( 004F34B1, call-stack , ? )
    38.34.480: ( 0047A685, call-stack , ? )
    38.34.480: ( 00485FF9, call-stack , ? )
    38.34.480: ( 004859DD, call-stack , ? )
    38.34.480: ( 00485AB8, call-stack , ? )
    38.34.480: ( 0040D4FD, call-stack , ? )
    38.34.480: ( 0040DD51, call-stack , ? )
    38.34.480: ( 00431A4A, call-stack , ? )
    38.34.480: ( 004B2D5B, call-stack , ? )
    38.34.480: ( 00431A4A, call-stack , ? )
    38.34.480: ( 004EA068, call-stack , ? )
    38.34.480: ( 004E9F89, call-stack , ? )
    38.34.480: ( 00418F34, call-stack , ? )
    38.34.480: ( 004965E7, call-stack , ? )
    38.34.480: ( 004960C4, call-stack , ? )
    38.34.480: ( 0041EBF3, call-stack , ? )
    38.34.480: ( 0041E9C2, call-stack , ? )
    38.34.480: ( 004B386A, call-stack , ? )
    38.34.480: ( 004B2A3A, call-stack , ? )
    38.34.480: ( 004A95EC, call-stack , ? )
    38.34.480: ( 004EA068, call-stack , ? )
    38.34.480: ( 004E9A77, call-stack , ? )
    38.34.480: ( 004E9A77, call-stack , ? )
    38.34.480: ( 00412112, call-stack , ? )
    38.34.480: ( 004E7DCF, call-stack , ? )
    38.34.480: ( 00418F34, call-stack , ? )
    38.34.480: ( 0041291F, call-stack , ? )
    38.34.480: ( 004EA068, call-stack , ? )
    38.34.480: ( 004E9A77, call-stack , ? )
    38.34.480: ( 0041C1D1, call-stack , ? )
    38.34.480: ( 004EBD01, call-stack , ? )
    38.34.480: ( 004EBCE5, call-stack , ? )
    38.34.480: ( 004EBCCF, call-stack , ? )
    38.34.480: ( 004EB92E, call-stack , ? )
    38.34.480: ( 004E7E22, call-stack , ? )
    38.34.480: ( 0041F19D, call-stack , ? )
    38.34.480: ( 0041F1C2, call-stack , ? )
    38.34.480: ( 0041F14D, call-stack , ? )
    38.34.480: ( 004E9A77, call-stack , ? )
    38.34.480: ( 00408FA0, call-stack , ? )
    38.34.480: ( 004EA068, call-stack , ? )
    38.34.480: ( 004E9F89, call-stack , ? )
    38.34.480: ( 004EA068, call-stack , ? )
    38.34.480: ( 004E9A77, call-stack , ? )
    38.34.480: ( 004EA068, call-stack , ? )
    38.34.480: ( 004EA068, call-stack , ? )
    38.34.480: ( 004E9F89, call-stack , ? )
    38.34.480: ( 00418F34, call-stack , ? )
    38.34.480: ( 0041C6BD, call-stack , ? )
    38.34.480: ( 00418F34, call-stack , ? )
    38.34.480: ( 00416D66, call-stack , ? )
    38.34.480: ( 00416DBC, call-stack , ? )
    38.34.480: ( 0041F3A3, call-stack , ? )
    38.34.480: ( 00418F34, call-stack , ? )
    38.34.480: ( 004990E5, call-stack , ? )
    38.34.480: ( 00418F34, call-stack , ? )
    38.34.480: ( 004988E0, call-stack , ? )
    38.34.480: ( 00496D68, call-stack , ? )
    38.34.480: ( 004967DE, call-stack , ? )
    38.34.480: ( 004012BE, call-stack , ? )
    38.34.480: ( 004A94BA, call-stack , ? )
    38.34.480: ( 004011E5, call-stack , ? )
    38.34.480: ( 00413F37, call-stack , ? )
    38.34.480: ( 004E8033, call-stack , ? )
    38.34.480: ( 004E82A0, call-stack , ? )
    38.34.480: MemException: Task "<main>" accessed near-NULL (? < 38240)
    38.34.480: ============================================================



    No panic message, game just aborts. Confused

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X-Ter
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PostPosted: 19 Jan 2005 02:01 am    Post subject: Reply with quote


    I actually think you have a flaw in the drivers.txt here. I'm not sure, but the least little misstake could cause lot's wierd stuff. So check that again and see if it helps. Just a guess Smile

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