Converting Evo2's smf to MTM2's bin model format

 

This tutorial assumes you are already somewhat familiar with the necessary programs needed to extract and edit the files, ie, BinEdit 2.0, Zmodeler, Podview, and Paint Shop Pro.

Example model, EVO2TEST.SMF

Step One, art file conversion *
Open the smf's art file in PSP. In most every case the art file has the same name as the smf file and in all cases is in *.tif file format (if it's in raw/act file format then it is an evo1 model). Increase the tif image to 16 million colors 24bit and save it as a tga image with a new name such as mymodel.tga. Reduce the colors back to 256 8bit and save as a *.raw file with the same name and create the necessary *.act palette file, both are for later use with the bin model.

 

Step Two, evo2 smf file, text edit **

Open Your EVO2TEST.SMF with notepad or any text editor. The very top will look something like this.

 
C3DModel
4
1
0,50
opaque
1
1
267,1,304,0
v1
1,1,32,0,0,EVO2TEST.TIF
""
3.13024,46.1464,2.2787,0.255522,0.951915,0.169017,0.609684,0.807355
...
Delete the two lines shown above marked in red and change the blue text to what you named your new art files (with raw extension) and save. The new header portion of the smf should look like so....
 
C3DModel
4
1
0,50
opaque
1
1
1,1,32,0,0,MYMODEL.RAW
3.13024,46.1464,2.2787,0.255522,0.951915,0.169017,0.609684,0.807355
...

 

Step Three, smf import / bin export ***

Place the mymodel.smf and mymodel.tga files in the same folder. Open Zmodeler and go to 'file/import' and browse to the smf/tga folder then open the smf. Zmodeler will ask if it's evo1 or evo2, select evo1. You should now see the model in the zmod window. Next go to 'file/export' enter the same name you gave the tga file and select BIN 3D meshes (*.bin) from the type drop down menu and save. A diolog box will come up asking for you to choose an object from a list, you should only see one listed as 'opaque' select it and hit OK. One more prompt will come up asking if you want to force mtm1 export, select NO.

 

Step Four, Final ****

Place the new mymodel.bin and the mymodel.raw, mymodel.act files you created earlier in step one in their respective binedit /art and /model directories, then open the model in binedit. Go to Vertex/Merge close vertices... enter a integer (2 to 50 is generally sufficient, too high a number can cause unwanted face collapse) and OK. Next go to Face/Select All (Ctrl+A), then go to Groups/Set Group Face Type. From the list select either 0x18 or 0x29 for solid models (keep whichever face type looks the best in the game to you) and for transparent models choose the 0x33 face type. save the model and you're done

 

Some final notes...

* 4x4 Evo1-2 and BinEdit 2 all support art files that are 128x128 and 512x512 in size but MTM2 does not, so you will need to resize any 128x128's to 64x64 and any 512x512's to 256x256 before attempting to run them in the game.

** Evo1 smf's only need the art file name line edited before conversion since the v1 and "" lines do not exsist. Instead simply rename the original evo1 act and raw files and change the raw file name within the smf to whatever you choose before smf/bin conversion.

*** If you saw more than one file listed under Zmodelers 'object list' then your model has multiple parts and each will need to be exported individually as separate bins and reassembled in binedit later.

**** If your model is a fiberglass style vehicle body then DO NOT merge vertices as it will adversly affect the MTM2 shiney face game display. All models other than cars can be and should be merged.

It is very common to find mapping mistakes, excessive face counts, as well as art file blemishes that need to be cleaned up from evo1 and 2's foggy environment in order to optimize them for mtm2's crystal clear rendering.

4x4 Evo's animated models must first be dissected into individule models with Phineus' Smurf utility beforehand or Zmodeler will crash.

 

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