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The second four lines define the range of the dial values and their corresponding polar coordinates. These coordinates can be used as a starting point. Here is a list of the approximate center coordinates of the seven dials that are visible in dial_bkg.tga: The first pair of numbers are the coordinates of the needle rotation point, the second pair is the scale factor of the needle in X- and Y-direction, i.e.
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The first four lines define where the needle is positioned using the pixel coordinates of dial_bkg.tga. car file and edit the dial definition section, for example: Find the file NEEDLE_01.TGA, copy it as many times as we have dials in our cockpit (in the above example make 3 copies), and rename the files like this:.MeshFile=FORD_CAPRI_cockpit_dials.gmt World=Near CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(5.0) MeshFile=FORD_CAPRI_COCKPIT.gmt World=Near CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(5.0) Add cockpit_dials.gmt to the Cockpit section of. Note: If you make a mistake during this step, the game will crash while trying to load the car. Confirm that the file size will be different. Make sure that the status bar reads Block: 478-8EF! Now open your cockpit_dials.gmt with the Hex editor, select the material definition of cockpit_dial and paste the material definition from EvoMats.dat over by pressing Ctrl-V.
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A more detailed tutorial on how to do UV mapping is available at the zmodeler home page.Īnd open the file with a hex editor ( I use HxD) Select the material definition of cockpit_dial and press Ctrl-C to copy the data to the clipboard. gmt (this step is necessary because zmodeler2 exports to rF. gmt, import into 3DSimEd, export as GTR2. Make notes where you placed the individual dials, we need the coordinates later. Be sure to remap on the proper side of the mesh, otherwise all dials will rotate counter-clockwise.
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