Posted: 31 Aug 2012, 09:50
Download and execute Stressed.
File > Open and go to the directory where Stunts is installed.
The car models are the ones starting with just ST (eg: STPMIN). Files starting with STDA and STDB include dashboard textures, while CAR ones have car selection specs.
There are 3 LOD's. car0 is used only in the car selection screen, car1 is used in-race, and car2 is used when the car is far from the camera. the exp ones seem to be the particles that fly in the air after a collision.
Stressed can only import and export Wavefront OBJ files. You'll need Blender to import the OBJ model and Jig's plugin to export as PRM.
After importing in Blender, before doing any job, you'll need to import into Zmodeler for scaling and rotation.
The first thing you should notice is that the model is rotated 90ยบ. Use the Rotate function, along deg. Snap set to 90.
The suggested scale percentage is 0.8% (1%+80% in Zmodeler, 0.08 with RV-Sizer ).
You can do these things with Blender but for some reason the changes won't appear in the exported model.
Also, you'll need to reorient some faces and edges.
For Zmodeler: If you need to doubleside faces you can use the FCE Custom Settings box found in "Plugins". Select the faces to doubleside, with SEL activated, and check "No cull (doublesided)".
After you're done with modelling, you'll need to UV Map.
Be sure to credit Distinctive Software Inc. (DSI) in the ReadMe of your finished car.
File > Open and go to the directory where Stunts is installed.
The car models are the ones starting with just ST (eg: STPMIN). Files starting with STDA and STDB include dashboard textures, while CAR ones have car selection specs.
There are 3 LOD's. car0 is used only in the car selection screen, car1 is used in-race, and car2 is used when the car is far from the camera. the exp ones seem to be the particles that fly in the air after a collision.
Stressed can only import and export Wavefront OBJ files. You'll need Blender to import the OBJ model and Jig's plugin to export as PRM.
After importing in Blender, before doing any job, you'll need to import into Zmodeler for scaling and rotation.
The first thing you should notice is that the model is rotated 90ยบ. Use the Rotate function, along deg. Snap set to 90.
The suggested scale percentage is 0.8% (1%+80% in Zmodeler, 0.08 with RV-Sizer ).
You can do these things with Blender but for some reason the changes won't appear in the exported model.
Also, you'll need to reorient some faces and edges.
For Zmodeler: If you need to doubleside faces you can use the FCE Custom Settings box found in "Plugins". Select the faces to doubleside, with SEL activated, and check "No cull (doublesided)".
After you're done with modelling, you'll need to UV Map.
Be sure to credit Distinctive Software Inc. (DSI) in the ReadMe of your finished car.