Help file
for NFS Model Viewer.
Author: Michael Pote ©2003
Contents |
1. Introduction |
2. The Need For Speed Model Layout |
3. The Model Viewer's Windows |
4. Version History |
5. Credits |
Introduction |
The Need For Speed Model Viewer allows the user to open and view the car models from Need For Speed Hot Persuit 2™, and can aid in viewing a custom made car as it would appear in the game. The Model Viewer can show or hide individual parts of the model, apply transparency, enviroment mapping, or textures to any of these parts. The program uses OpenGL to display a view of the model and can load textures in Bitmap, JPEG or TGA format. |
The
Need For Speed Model Layout |
||
Each car in Need For Speed™ is described via a model data file, a geometry info file and textures.
|
The
Model Viewer's Windows |
There are two windows used in the Model Viewer: The
Main Window: 2: This list shows all the parts of the current model, their number of vertexes and weather they are visible or not. Just click on the checkbox next to each part and it become visible or invisible. The currently selected part will glow blue in the main view. The names of the parts in this window are loaded from the Geomdata.ini file. Since these files are not standard and depend on the car, not all parts may have descriptive names (Mostly, if a part does not have a descriptive name, it will be called 'Shape1' or '1Shape' or 'Shape2' or 'Shape3' etc.) 3: These controls alter the currently selected part in the viewer (This will have no effect on the model in the game). You can change it's colour and texture, and set it transparent or enviroment mapped. Enviroment mapping is a technique which adds reflections to metals and glasses. 4: The car model is not always displayed with full detail in the game. It would be wasteful to draw a steering wheel in the car when it is too far away to even see inside it. This slider shows the car at 0% to 100% detail. As the slider is scrolled from 100% to 0%, Different parts of the geometry are hidden and shown. For example, at 100% the model's high-detail body is shown, but at 50%, the model's medium-detail body is shown while the high-detail body is hidden. You can turn this off by clicking the checkbox beneath it, but all the parts will be drawn on top of one another. 5:
This is the main toolbar. Every function here can be reached through
the menus as well, but these buttons are a selection of the most commonly
used functions in the program.
6: The 'Log' tab, shows the program log, which displays messages on the internal working of the program. If an error occurs while opening a file, the log should display where the error occured and what the error message is. This tab is the one which is shown first when opening the program. Click on the 'Geometry Part Options' tab to bring up the geometry controls. 1: This button opens a dialog box which will browse for Bitmaps, JPEG's or TGA files. 2: This button removes the currently selected texture from the program. Any car parts using this texture will revert to being untextured. 3: This button hides this window. 4: The Textures Window has two modes, one mode for managing the textures (in which this button is disabled) and one mode for applying a texture to the car parts. If this button is enabled, by clicking it, certain car parts will be textured with the selected texture. You can select either 'Texture Non-Wheel Parts' or 'Texture Wheel Parts' from the Main window's menus to texture certain parts of the car. This is neccesary because wheels and brakes use a different texture from the rest of the body. 5:
This is a list of the textures currently loaded and avaliable in the
program. You can rename it by clicking it's name once while it is selected. |
Version
History |
Version History:
Future Additions to the Program:
|
Credits |
This
program was created by Michael Pote in Delphi. Many thanks go to Arushan for helping me with the .o Model file loading. All Trademarks
are property of their respective owners. |
Help File
- Version 1.0 - April 2003
Written by Michael Pote