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b12man
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Post subject: [Tutorial] How To Make Your Own Traffic For MM2! Reply with quote

HOW TO MAKE YOUR OWN TRAFFIC FOR MM2


To start off, you must know how to model a car. To learn how to do so, read and follow Silent1Unknown's tutorial.
So now you've modeled a car, and decide you want it to be in MM2's traffic. Once you have a car modeled, it's very easy to put it in traffic.

To start off, you must rename certain parts of your car in zmodeler. Here are the part names:

BODY_H/M/L/VL = The main body object, H = high quality, M = medium quality, L = low quality, VL = very low quality (you all of them for traffic - you can just copy one and use it for all)
SHADOW_H/M/L = The shadow object, (I recommend you put all of them, since I'm not sure which are needed - once again, just copy one object...)
HLIGHT_L = The headlight object (for both headlights)
TLIGHT_L = The tail/brake light object (for both tail/brake lights)
SLIGHT0_L = The left signal light, front and back
SLIGHT1_L = The right signal light, front and back
WHL0_H/M/L/VL * = The front left wheel (all levels of detail needed - same goes for the other wheel objects - can just copy the object to make them)
WHL1_H/M/L/VL * = The front right wheel
WHL2_H/M/L/VL * = The back right wheel
WHL3_H/M/L/VL * = The back left wheel
HEADLIGHT0_H * = The left headlight (not tested, probably works)
HEADLIGHT1_H * = The right headlight (not tested, probably works)
BOUND = The boundary for the car - should surround the BODY object - MM2 needs this to determine what vertices collide with the objects in the game, since calculating that on a high poly BODY would be too much work for the game.

* requires :m after the part name (eg. HEADLIGHT0_H:m). The :m suffix is required for zmodeler to create the .mtx file.

So now everything's named properly, and you're ready to export it. You export traffic vehicles the same way you export player vehicles:

Silent1Unknown wrote:
Now, go to File>Export and a box will appear. Get into the GEOMETRY folder, name the file "cherokee" and save as .pkg.



Hit Save and another box will appear. If we didn't have multiple paintjobs, we'd just click Export next. But we do have multiple paintjobs, three of them, so check the Multiple Colors (paintjobs) checkbox.

Then, click the Remove button until the list on the far right is cleared. The one texture that we used in modeling the car is the "cherokee_green" texture. So, where it says

[Replace suffix:], type in that box "_green".


We have two colors remaining. Recall the order in which we put the color names in the INFO file (Green|Blue|Red). Green is already done. In the [...with suffix:] box, type in _blue and click Add to List. Then type in "_red" in the same box and click Add to List again.



Finally, click Export. You may exit ZM.


I have not got multiple paintjobs to work, so use at your own risk

Now instead of naming the pkg file "cherokee", you're going to give it the same basename as the vehicle you want it to replace. Here's a list of the traffic vehicle basenames, and a picture or description of them:

va_2sitersport_l.pkg


va_bus_f.pkg
The big gray bus in San Francisco

va_cab_l.pkg
The black London cab

va_cooper_l.pkg
The classic Mini in London traffic

va_ddbus_l.pkg
The double decker bus in London traffic

va_diesels_s.pkg


va_euro_l.pkg


va_eurocargo_l.pkg


va_2siter_s.pkg


va_compact_s.pkg


va_eurovan_f.pkg


va_largesuv_s.pkg


va_limo_f.pkg


va_minivan_s.pkg


va_pickup_f.pkg


va_sedans_s.pkg


va_smallsuv_s.pkg


va_taxi_f.pkg


va_ultrasport_l


va_wedelivertruck_f.pkg


So export as one of those basenames, and it will replace that vehicle. This method does not require any tuning modification, just the BOUND, GEOMETRY, AND TEXTURES folder.
The BOUND folder is taken care of by zmodeler (as long as it exists before you export).
The GEOMETRY folder is where you should export the car.
The TEXTURE folder is where you should put the textures for your car once exported.
Textures must be in .bmp or .tga format, and a resolution that is a multiple of 64 (eg. 128x128, 256x256, 512x512, etc). I believe the max resolution is 4096x4096, but you don't need anything over 512x512 (1024x1024 max) for the traffic vehicle.

Once you have the car exported and all textures in the TEXTURE folder, you may now create an .ar file so that MM2 can use your mod (to create the ar file, you will need WinRAR)

Silent1Unknown wrote:
Now go to where the three folders are. When you're sure everything is perfect, select or highlight all three folders, right-click and go to Add to archive...


A box will appear. The FIRST thing is to change the archive format to ZIP. SECOND, change the name (before the .zip part) to whatever you want. THIRD, change the .zip to .ar.

Finally, click OK and you will get YOUR VERY OWN AR FILE!!!


Clarification: Final name before pressing OK, should read "03 Grand Cherokee.ar"

You know the rest, stick this ar file in the MM2 directory and have fun playing with your car.


Once again, you don't have to name it "03 Grand Cherokee.ar". I recommend something such as "!name's_traffic.ar".

Now, like Silent1Unknown said, put the .ar file in your MM2 folder and enjoy Smile

I hope this helps some people out, as I don't think there was a different tutorial on this Wink .

CUSTOM TRAFFIC TUNING

Thanks to Silent1Unknown for his car-making tutorial (and the bits and pieces I stole) Razz
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Tutorials || Make Your Own Traffic | Change Traffic Tuning
Projects || 93 Mustang GT | 85 Chevy Suburban [WIP]


Last edited by b12man on 12 Apr 2009 09:44 pm; edited 3 times in total
Post 12 Apr 2009 07:58 pm
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busboy99
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Thanks a bunch for this Cool Cool
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Post 12 Apr 2009 08:01 pm
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Oh awesome! I was just thinking to myself earlier today, "I wish somebody would write a tutorial about traffic mods..". This is great!

I'll have to get you some other time for stealing my work though... Mr. Green Just kidding. Its all good. Razz
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Post 12 Apr 2009 10:47 pm
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b12man
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Haha, thanks Smile I'm sure you'll find a way to get me back... Razz
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Tutorials || Make Your Own Traffic | Change Traffic Tuning
Projects || 93 Mustang GT | 85 Chevy Suburban [WIP]
Post 12 Apr 2009 11:50 pm
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OlympianMan
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I thought I would try this and post a pic of it working, Always get the same error, WHL0 Object totally missing. Meh Laughing
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Post 13 Apr 2009 12:10 am
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b12man
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That happened to me - turned out I was missing the LOD (H, M, L, VL) for certain things, and I accidentally put in a BLIGHT_L object - fixed it by deleting BLIGHT_L and adding the LODs for certain parts Wink

Here's a screenshot of the possible results:


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Tutorials || Make Your Own Traffic | Change Traffic Tuning
Projects || 93 Mustang GT | 85 Chevy Suburban [WIP]
Post 13 Apr 2009 12:37 am
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thenthornthing
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very good tutorial Smile
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Post 13 Apr 2009 09:59 am
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gosouthcoast
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I'll definitly be using this tutorial sometime soon Wink
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Post 13 Apr 2009 10:04 am
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OlympianMan
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Razz
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Post 13 Apr 2009 11:33 am
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gosouthcoast
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Thats a suitable one for London, Will this mod be released?
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Post 13 Apr 2009 12:10 pm
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busboy99
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Looking nice Joey!
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Post 13 Apr 2009 05:46 pm
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gosouthcoast
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Im really sorry to dig this topic up again but had the urge to make some traffic!

I keep getting the same error that Olympian man had, and can't quite understand how to fix it although someone has said, but its still confusing Confused

Thanks in advance.
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Post 22 Jul 2009 10:31 am
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b12man
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Post subject: Re: [Tutorial] How To Make Your Own Traffic For MM2! Reply with quote

b12man wrote:
WHL0_H/M/L/VL * = The front left wheel (all levels of detail needed - same goes for the other wheel objects - can just copy the object to make them)
WHL1_H/M/L/VL * = The front right wheel
WHL2_H/M/L/VL * = The back right wheel
WHL3_H/M/L/VL * = The back left wheel


Means that you must make WHL0_H, WHL0_M, WHL0_L, WHL0_VL, WHL1_H, WHL1_M, etc.
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Tutorials || Make Your Own Traffic | Change Traffic Tuning
Projects || 93 Mustang GT | 85 Chevy Suburban [WIP]
Post 22 Jul 2009 04:06 pm
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arriva guy
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OlympianMan wrote:
I thought I would try this and post a pic of it working, Always get the same error, WHL0 Object totally missing. Meh Laughing



I keep getting that as well done exactly as says in this tutorial I give up.
Post 06 Oct 2009 06:29 am
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thenthornthing
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arriva guy wrote:
OlympianMan wrote:
I thought I would try this and post a pic of it working, Always get the same error, WHL0 Object totally missing. Meh Laughing



I keep getting that as well done exactly as says in this tutorial I give up.


Have you tried?

b12man wrote:
That happened to me - turned out I was missing the LOD (H, M, L, VL) for certain things, and I accidentally put in a BLIGHT_L object - fixed it by deleting BLIGHT_L and adding the LODs for certain parts Wink

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Post 06 Oct 2009 06:50 am
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