Posted: 31 Aug 2011, 14:54
Back in 2005 I posted the following info at the RVA forum, now lost. Had the info been available here sooner then [THIS] posting could have had a different outcome, answering YES to the question: "I have been able to import the geometry into zmodeler, but I don't know how to deal with textures. Is it possible to view the map in zmodeler with all the textures in place?"
Multiple bitmaps can be used on a single .prm in Zmodeler. For example, a model mapped to parts of MyTrackC.bmp, MyTrackF.bmp and MyTrackJ.bmp will export or import properly if you follow the example below. The trick is to use the correct settings in "zm_model.inf", a configuration text file created/saved by Zmodeler whenever the .prm plugin is used. "Zm_model.inf" is always created in the same folder as your models, edit it with a program like Wordpad (instead of Notepad) for proper viewing.
Example:
[quote=""Zmodeler""]
;======================================================
;================== Custom INFO file =================
;======================================================
; This file was generated by ZModeler and used when importing PRM files.
; To import the whole vehicle into ZModeler and/or export it all you can
; write filenames in the FILES section. Don't forget to write proper number of
; files after FILES keyword.
;write NO keyword if you have any problems when importing PRM files.
USE_THIS_FILE YES
;NO = use specified texture. YES = use textures with suffices: a,b,c, and so on.
TEXTURES_SUFFIXES YES
FILES 1
MyModels.prm { TPage: MyTrack.bmp Offset: 0.000000 0.000000 0.000000 }
[/quote]
- To import or export a multi-texture track .prm type YES and YES, as shown above. While in this mode the program behaves as described below.
- In the above example "MyTrack.bmp" is the base name of the textures used (without the A-J suffix). The textures the model is mapped to would have the a-j suffix of course:
MyTrackA.bmp
MyTrackB.bmp
MyTrackC.bmp
MyTrackD.bmp
MyTrackE.bmp
MyTrackF.bmp
MyTrackG.bmp
MyTrackH.bmp
MyTrackI.bmp
MyTrackJ.bmp
- When exporting a .prm the .bmp basename should be set automatically by Zmodeler and saved in the .inf file, the name is based on the textures your model is using. Upon export the object name will be the .prm name, no matter what you type in the export dialog box. Remember that "object" names in Zmodeler must end in "0" (zero) before they are exported as .prm, and that all objects must be "united" into one object before exporting as a single model.
- When importing a .prm you must specify the .bmp basename of the models you load, which changes based on the track folder you are loading from. You must also specify the exact name of the .prm you want to load ("MyModels.prm" in the example above). Update and save the .inf before importing a .prm.
- For model editing/converting get "ZModeler v1.07" at http://www.zmodeler2.com/
Note: Zmodeler 1.07 is no longer available at the official site but finding zmodeler_v107.exe at a trustworthy site will give you the complete package.
- For additional effects get the "rvminis" and "rvglue" at http://www.perror.de/rv/
Note: rvshade.exe (rvminis) must be used on Zmod .prm exports.
Multiple bitmaps can be used on a single .prm in Zmodeler. For example, a model mapped to parts of MyTrackC.bmp, MyTrackF.bmp and MyTrackJ.bmp will export or import properly if you follow the example below. The trick is to use the correct settings in "zm_model.inf", a configuration text file created/saved by Zmodeler whenever the .prm plugin is used. "Zm_model.inf" is always created in the same folder as your models, edit it with a program like Wordpad (instead of Notepad) for proper viewing.
Example:
[quote=""Zmodeler""]
;======================================================
;================== Custom INFO file =================
;======================================================
; This file was generated by ZModeler and used when importing PRM files.
; To import the whole vehicle into ZModeler and/or export it all you can
; write filenames in the FILES section. Don't forget to write proper number of
; files after FILES keyword.
;write NO keyword if you have any problems when importing PRM files.
USE_THIS_FILE YES
;NO = use specified texture. YES = use textures with suffices: a,b,c, and so on.
TEXTURES_SUFFIXES YES
FILES 1
MyModels.prm { TPage: MyTrack.bmp Offset: 0.000000 0.000000 0.000000 }
[/quote]
- To import or export a multi-texture track .prm type YES and YES, as shown above. While in this mode the program behaves as described below.
- In the above example "MyTrack.bmp" is the base name of the textures used (without the A-J suffix). The textures the model is mapped to would have the a-j suffix of course:
MyTrackA.bmp
MyTrackB.bmp
MyTrackC.bmp
MyTrackD.bmp
MyTrackE.bmp
MyTrackF.bmp
MyTrackG.bmp
MyTrackH.bmp
MyTrackI.bmp
MyTrackJ.bmp
- When exporting a .prm the .bmp basename should be set automatically by Zmodeler and saved in the .inf file, the name is based on the textures your model is using. Upon export the object name will be the .prm name, no matter what you type in the export dialog box. Remember that "object" names in Zmodeler must end in "0" (zero) before they are exported as .prm, and that all objects must be "united" into one object before exporting as a single model.
- When importing a .prm you must specify the .bmp basename of the models you load, which changes based on the track folder you are loading from. You must also specify the exact name of the .prm you want to load ("MyModels.prm" in the example above). Update and save the .inf before importing a .prm.
- For model editing/converting get "ZModeler v1.07" at http://www.zmodeler2.com/
Note: Zmodeler 1.07 is no longer available at the official site but finding zmodeler_v107.exe at a trustworthy site will give you the complete package.
- For additional effects get the "rvminis" and "rvglue" at http://www.perror.de/rv/
Note: rvshade.exe (rvminis) must be used on Zmod .prm exports.