A new BIN editor!
-
<-- hey look!
I haven't tried it yet, but from what I read it seems like its core is a 3D model program like binedit (or any other modeling program). The trick is to use the filters so you can import and export from the modeller to the format of the game you're using. In our case, it's mtm 1/2.
Programs come and go (ezbin, for example). We'll have to see if this can stand the test of time...and real use.
Programs come and go (ezbin, for example). We'll have to see if this can stand the test of time...and real use.
2 bugs i noticed... the textures and models had to be in same folder... and look at the frame in the pic... for some reason it shows through everything else....
and ya cant choose which formatt you want to save it in.... i.e. mtm2 shiny mtm1 transparrent... backdrop...
--------- edit
another pic of the frame thing
edit. image link gone
------------------
[email]psyco@karf.net?subject=mtmgbbs[/email]
[This message has been edited by Phineus (edited 31-05-2001).]
and ya cant choose which formatt you want to save it in.... i.e. mtm2 shiny mtm1 transparrent... backdrop...
--------- edit
another pic of the frame thing
edit. image link gone
------------------
[email]psyco@karf.net?subject=mtmgbbs[/email]
[This message has been edited by Phineus (edited 31-05-2001).]
Hey i like it. I'm using this from now on instead of BINEdit and EZBIn and Rhindo3d.
Yet another utility to add to my utilities page (very close to 90 now)
------------------
---> HAC-MAN
---> Keep On Hackin'
---> Hacman@start.com.au
---> Http://Come.to/HMTM2
Yet another utility to add to my utilities page (very close to 90 now)
------------------
---> HAC-MAN
---> Keep On Hackin'
---> Hacman@start.com.au
---> Http://Come.to/HMTM2
A few links for you:
http://forum.mtm2.com/~forum/pages/Forum9/HTML/001727.html (mapping)
http://forum.mtm2.com/~forum/pages/Forum9/HTML/000781.html (mapping)
http://www.zmodeler.boom.ru/docs.html (z docs)
http://www.angelfire.com/ks2/darknesskustoms/downloads.html (there's a download here)
Yes, zmodeller will load 512x512 textures.
http://forum.mtm2.com/~forum/pages/Forum9/HTML/001727.html (mapping)
http://forum.mtm2.com/~forum/pages/Forum9/HTML/000781.html (mapping)
http://www.zmodeler.boom.ru/docs.html (z docs)
http://www.angelfire.com/ks2/darknesskustoms/downloads.html (there's a download here)
Yes, zmodeller will load 512x512 textures.
-
ZO_BigDOGGe
- Member
- Posts: 363
- Joined: Mon Nov 20, 2000 2:01 pm
- Location: Mountain View, Calif., USA
Zmodeler has been around for some time. I'm still using version.99 (less buggy)
I used it to convert Need4Speed and 4x4Evolution vehicles to MTM2 format (.bin). Usually this requires remapping the whole model, which I eventually do with BinEdit. I still haven't learned to map in Zmodeler yet. Some people have used it to convert MTM2 trucks to other games as well
Many modelers use Zmodeler to make original car models. You can put car profile pics in the 3 windows (front, side & top) and build the model mesh over it.
Zmodeler works with NFS 4 and 5, sports car GT, 4x4 EVO, and a few other games.
Here a page with some of the vehicles I converted and modified to MTM2 format using ZMODELER...
http://bigdogge.homestead.com/conversions.html
[This message has been edited by ZO_BigDOGGe (edited 02-06-2001).]
I used it to convert Need4Speed and 4x4Evolution vehicles to MTM2 format (.bin). Usually this requires remapping the whole model, which I eventually do with BinEdit. I still haven't learned to map in Zmodeler yet. Some people have used it to convert MTM2 trucks to other games as well
Many modelers use Zmodeler to make original car models. You can put car profile pics in the 3 windows (front, side & top) and build the model mesh over it.
Zmodeler works with NFS 4 and 5, sports car GT, 4x4 EVO, and a few other games.
Here a page with some of the vehicles I converted and modified to MTM2 format using ZMODELER...
http://bigdogge.homestead.com/conversions.html
[This message has been edited by ZO_BigDOGGe (edited 02-06-2001).]
-
ZO_BigDOGGe
- Member
- Posts: 363
- Joined: Mon Nov 20, 2000 2:01 pm
- Location: Mountain View, Calif., USA
I did too CH-2005...but a regular, convert-only procedure means the whole truck is mapped to a single 256x256 .RAW file...this creats blurry paint-jobs when the truck is in the game...and text on one side comes out reverse on the other, due to both being mapped to one part of said single texture...these are only used in 4x4EVO to draw trucks that are far away, thus , no detail is needed for them...
...stock trucks in MTM2 use 2 .RAW files to get enough detail, and ultra-detailed 4x4 EVO uses a single 512x512 texture (equal to four 256x256 textures).
With a single texture, the grill may only be 50 pixals wide, where as on multiple textures, I can make the grill twice as large, giving it more detail and a sharper looking truck in MTM2...
..So for many 4x4 conversions, I cut & paste sections of the 512x512 texture to several blank 256x256 textures, then remap them to the model...it definitely looks better, and it allows me to make both sides of the truck different (no reversed text)...
The Ford Expedition I remapped to 4 textures is now found at Malibu350's and KingDave's scrapyards....
------------------
<IMG SRC="http://vales.com/sigs/ZOtm_BigDOGGe.GIF" border=0>
...stock trucks in MTM2 use 2 .RAW files to get enough detail, and ultra-detailed 4x4 EVO uses a single 512x512 texture (equal to four 256x256 textures).
With a single texture, the grill may only be 50 pixals wide, where as on multiple textures, I can make the grill twice as large, giving it more detail and a sharper looking truck in MTM2...
..So for many 4x4 conversions, I cut & paste sections of the 512x512 texture to several blank 256x256 textures, then remap them to the model...it definitely looks better, and it allows me to make both sides of the truck different (no reversed text)...
The Ford Expedition I remapped to 4 textures is now found at Malibu350's and KingDave's scrapyards....
------------------
<IMG SRC="http://vales.com/sigs/ZOtm_BigDOGGe.GIF" border=0>