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Automotive Gaming

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#1   2014-05-12 16:28          
Hello Everyone!
This tutorial will explain you how to convert a car for World Racing 2 in the quickest/easiest way using ".obj" format.

First of all, here you can get the WR2 related tools you need, they're made by Krom:
http://krom.reveur.de/
Then you'll need a program which can handle .obj format perfectly. I personally use Deep Exploration v6.3.3 and it works great. You may use other programs too like ZModeler, but I never used other programs so I can't help much about this.

So, the car model, only the main part, without wheels and brakes, must be in .obj format to be imported into the MTKit tool, which converts the model into WR2 .mox format. I personally use .obj format too and I suggest using it as it is the most loseless quality format, and the most compatible with other tools non-WR2 related.

Open your car in .obj format into Deep Exploration, make sure it has the right proportions. Remember that sometimes, when you convert an object in .obj format, you should resize it +10x to have more or less a WR2 correct size, as when a model gets converted in .obj format, it gets lowered 10x by its size. By the way you should check the proportions to be sure the car has the right ones. I personally resize my cars using real wheelbase values.

Here's how a car model should look in Deep Exploration before importing it into MTKit:



Yes, it is vertically placed (rear on ground, and front in air) and ingame it looks properly. That's regular when working with .obj format in Deep Exploration, don't worry.
Everything done, just import it in MTKit, then save a .mox and an .mtl file of your car.

After this, you need to write an EditCar.car file which contains all the specs and informations of the car.
Open Krom's EditCar tool, and then open an already existing Editcar file to make yours. You can't create an editcar from scratch, so you first need to import another EditCar file. There should be one already included with the Krom's EditCar Tool.

Open the EditCar.car file in the tool. In "Main Folder & File Name Mask" box you need to choose a name for your car's folder, example "altezza_gita", then save this EditCar.car file, create a folder in "World Racing 2/AddOns/Autos/" and call it "altezza_gita". After, place this EditCar.car file in this folder and the .mox & .mtl files of the car you saved before. You need to call the .mox and .mtl file "altezza_gita", same as your car's folder name.

You should have the car working ingame now, but only the body, no driver, no wheels, no cockpit and no collision yet.



Now it's time to make some wheels. Pick a 3D object of wheel (tire+rim) and import it in Deep Exploration. Make sure it is perfectly centered (x,y,z axis). Save one .obj file for the left side and rotate it in the opposite direction for the right side. Import them in MTKit and save the relative .mox and .mtl files. They must have the same name of the car itself (as the example "altezza_gita") plus the relative WR2 name extension for the wheels:
- _r_vr
- _r_vl
- _r_hr
- _r_hl

You will have something like this:

- altezza_gita_r_vr
- altezza_gita_r_vl
- altezza_gita_r_hr
- altezza_gita_r_hl

L/R = left/right
H/V = Hinten/Vorwärts (Rear/Front)

Same file name for both .mox and .mtl files of each wheel.
If you made everything correctly you should have something like this:



WR2 has a great function, you can resize wheel size via EditCar values, but you are not forced to implement such feature, it's ok even if you resize the wheels via 3D edit only.
In case you want to make resizeable wheels, you have to make sure the tire has an own material and doesn't use the same material of the rim. After this, you need to apply a texture called "profiel01" via MTKit on the tire.

Check this WR2 Car Structure article by Krom, it's very helpful:
http://krom.reveur.de/Articles/wr2addoncarstruct.html

For any doubts and questions, feel free to ask. ;)

Cheers!
A.G.

This post was edited by Automotive Gaming (2015-07-10 11:00, ago)

MiguelV10

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#2   2015-10-18 15:58          
Hi,i'm MiguelV10, new in this forum and I read your tutorial but when I try to open .obj format in MTKit it says ''unknow .obj format''
Why?

Help please I'm beginner

Added 10 minutes later:



Added 48 seconds later:

My C4 but it appears good (not in the air)and with wheels

This post was edited by MiguelV10 (2015-10-18 16:10, ago)

Automotive Gaming

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#3   2015-10-18 16:44          
Hello!
Did you try to import this .OBJ model in Zmodeler 2, export it again as .OBJ then reimport it in MTKit?

MiguelV10

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#4   2015-10-18 16:46          
I will try it

Thanks

MiguelV10

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#5   2015-10-18 19:23          
And can I convert a car in .3ds or .lwo (lightwave) formats in Deep Exploration?
What I have to do?

Automotive Gaming

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#6   2015-10-18 19:26          
Yes, just "save as".
But 3DS is a very bad format. LWO is less bad but still not the best. I always recommend OBJ.

MiguelV10

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#7   2015-10-18 19:35          
One question more:

I opened a MB Vito which it format is .lwo in Deep Exploration, I resized it x10 and I saved it like .obj but when I try to open it in MTKit, it says ''Invalid pointer operation''

Why?

PD: I read that the car has to be with triangular poligones but when I save it in .obj and try to open in MTKit, I can't

Automotive Gaming

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#8   2015-10-18 21:49          
For converting LWO to OBJ try "Lightwave Modeler".
Otherwise you can try to import it as how it was, in LWO format.

MiguelV10

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#9   2015-10-19 16:18          
Yes but the problem is that i can't import in MTKit in any of the ways, no .3ds, no .lwo, no .obj...
I don't know what is falling
I don't know if is the car, if I have to modificate something in Deep Exploration or if is MTKit

Automotive Gaming

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#10   2015-10-19 18:46          
Try with other models, maybe the one you are trying to convert is having problems with the change of format

MiguelV10

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#11   2015-10-20 18:36          
I don't belive that is the car because I has been tried with a lot of cars
I have an idea

Give me the link if the page where you download the cars or something like this because
i was in a lot of pages and the format car are the same

Automotive Gaming

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#12   2015-10-20 21:54          
I get the cars from original sources so the format is not the same for all of them.
If you had the same problems with different cars that means you are surely doing something wrong.

MiguelV10

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#13   2015-10-21 18:01          
I do this:

1-Doenload car (for example .obj)
2-Open .obj in Deep Exploration
3-Resize it x10 in scale
4-Save as .obj (the same)
5-try to open in MTKit but i can't i don't know why

Say me if I am doing something wrong

Automotive Gaming

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#14   2015-10-21 19:30          
How many polys and vertices do these models have?

MiguelV10

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#15   2015-10-21 19:35          
I don't know
In what part of the programme appear this information?
I don't know how to use Deep Exploration well

Added 3 minutes later:

When i save a .obj the programme says me that have triangular polygones and max 12 vertices in polygone

Automotive Gaming

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#16   2015-10-22 01:24          
On Deep Exploration:

Window >>> Panels >>> Information

Vertices: ...
Faces: ...

MiguelV10

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#17   2015-10-25 16:39          
And how many polys has to have?

Added 3 minutes later:

But in the programme doesnt appear vertices an faces

Added 1 minute later:

Don't read the last message

Added 7 minutes later:

Appeaer number of vertices and faces but what I have to do?

This post was edited by MiguelV10 (2015-10-25 16:52, ago)