=========================================================================
=            ARTS GEO import/export for Zanoza Modeler                  =
=                               by Oleg M. last updated: 22.july.2000   =
=========================================================================

This filter is for ZModeler v1.04 and higher.

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1. Installing the filter
      To install the fileter you must copy GEO.ZMF file into Filters
	subfolder (create it if it doesn't exist).
	NOTE, that this filter is from ZModeler v0.98b (beta) and it will not run with
	previouse versions of ZM.

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2. Importing GEO files
	   To import the GEO file and display it correctly in ZM you need to
	copy all textures it uses into the same directory. NOTE: You don't need
	to convert them into BMP files.
	   Hit Import in ZModeler and choose ARTS GEO (*.geo) dropdown in filetype,
	locate your GEO file and hit Open button. All textures should be in the
	same directory as GEO file.
	   In the dialog box:
	- "[v] Ignore texture paths" - should be checkmarked. Thus the textures
	path will be ignoread and only filename will be used when loading.
	- "[v] Ignore texture flags" - has no effect really, but should be check-
	marked.
	- "[ ] Ignore 'userprops' facet keyword" - I don't know what this keyword
	does and what is the effect of it, so I ignored it. This checkbox has no
	effect now and reserfed for later use.
	- "[v] Ignore internal hierarch(recommended)" ignores non-final hierarch
	elements in the file, like H, M, L, WHL_H and other objects that are, in
	fact, just the union of other objects (tht will be loaded). I strongly
	recommend to use this checkmark. Thus only neccesary objects will be imported
	and hierarch levels (H, M, etc.) will be automatically build when exporting.

	Hit Import button.

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3. Edit 3D mesh
	.....

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4. Export GEO files
		Hit Export button and dilog box will appear where:
	- "[v] Export as Dashboard" will export DASH, ROOF, WHEEL and other dashboard
	objects.
	- "[ ] Export as Ambient traffic" this checkmark should be set when you exporting
	ambient vehicle and it has "turn signals" (SLIGHT objects)
	- "[v] Rebuild objects Hierarchi" - MUST BE SET if you changed object's geometry
	or retextured. This will automatically generate objects H,M,L,WHL_H,WHL_M,WHL_L,
	HLIGHT,TLIGHT and other objects using objects from scene. I strongly recommend
	to use this checkmark.
	- "[ ] Export as Trailer" exports TRAILER_H, TRAILER_M, TRAILER_L ans TWHL?_*
	objects among others. Read NOTES in the end of this file before using this check-
	mark.
	- "[ ] Export as Cop" exports also REDLIGHT and BLUELIGHT objects among others.
	------------------- materials and textures -------------------
	- "Force Path" enables inputbox for path. I don't think that thereis any neccesary
	in this forcement, since VCKs' AssertManager uses SHOP/TEX path regardless the
	path specified in GEO file.
	- "Force Texture for matte faces" this checkmark activates inputbox where you can
	specify texture name for matte (non textured) faces. Thus, if a face in the scene
	is untextured, than this texture will be assigned to it. (I haven't tested untex-
	tured objects in game...), thsu I Recommend to use this checkmark.
	- "Force Extension" - if you are going to convert all textures into TIF files (that
	are default for VCK tool) than you should check it and enter "TIF" in edit-line.
	Thus the *.TIF textures will be used by AssertManager instead using default textures
	as ZModeler did. If you use other textures (TGA for example) than you should type
	"TGA" in the edit-line.
	------------------- custom parameters ------------------------
	"[ ] Use comma(,) instead dot (.)" - optionally, since AssertManager understands
	them both. I've just found that some GEO files use 1.58923 non-integer signature
	and others uses 1,58923 Regardless - AM compiles both normally.
	
	Hit Export button.



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5. Technical NOTES!
	- Since the GEO files are text files and ALL read/write/convert functions I've
	written manuallt I don't promise that these functions will work OK and recommend
	to make backups of your GEO files as binary files (VRL for example). It's fact
	that I've got an error ones on importing GEO file that was exported by modeler.
	but it was only ones=)
	- AM has some faults while translating GEO files to BMS. First of all it (always)
	crashes if polycount is more then 1600.
	- IMPORTANT! If you convert a high plycount vehicle then you should switch off
	"Cars reflections" in Midtown Madness settings.

Use at your own risk.

Tech Support, developer: <funspeed@softhome.net>
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                                Zanoza Modeler (c) Oleg M. 1999-2001