TireMaker v1.1 for MTM
by Jon Ames (aka Bin-Masta)
copyright september 1999

TireMaker Information

Contents

> 1) Info/About
> 2) Before you run
> 3) Using the Program
> 4) Credits

1) Info/About

> This utility is intended for use with Bin-Edit, and Monster Truck Madness 2.
> It creates wavefronts (*.obj) files, that can be imported into Bin-Edit at a later time. But since this program deals only with wavefronts, you could use it with any other program that can read a wavefront. (example: Poser 4)
> TireMaker was intended for creating 3D Tires or any other 3d object whose cross sections are circles.
> TireMaker was programmed with Turbo C++ 3.0, by Borland, and runs in a DOS envirionment.
> This program may be a little difficult to use, but this is not a bad thing because it will keep away newbies from using it.

2) Before you run

> Before you run this program I suggest that you make a folder in your MTM models folder named obj
> The default directory that TireMaker exports to is
> C:\PROGRA~1\MICROS~4\MONSTE~2\MODELS\OBJ\

> But if your mtm2 directory is somewhere else, then when the program asks if you wish to change the directory, hit 'y' on the keyboard and type in that directory
> examples:

> C:\PROGRA~1\MICROS~4\MONSTE~1\MODELS\OBJ\ | if you have mtm2 and not mtm1
> D:\PROGRA~1\MICROS~4\MONSTE~1\MODELS\OBJ\ | if you have mtm2 on your D drive
> C:\MTM2\MODELS\OBJ\ | if this is your mtm2 directory

3) Using the Program

> The first thing the program does is filemanagement, so that there aren't file screw-ups before you get down to business enter a filename, and then if you want to use the default directory provided, type 'n' otherwise type 'y' and then your own directory. TireMaker will inform you if the directory you typed does not exist.

> After you have made it past filemanagement, you get asked which axis the tire would theoretically spin on, and you have to enter in x, y, or z
> if you want your cylinder to look like a vase, then type 'y'
> if you want your cylinder to look like a tire, then type 'x' or 'z' (most of the time it's x)

> then you get asked how many circles you want to have in your tire. A cylinder will only have 2 circles (the bases), but you aren't confined to this number.

> for each and every circle you want to have, you must enter a position and a radius. Those numbers are up to you to decide.

> but here is just a place to start if you have 5 circles on the x axis

> x value | radius
> -100 | 190
> 0 | 200
> 90 | 190
> 100 | 100
> 50 | 50

> next you have to say how many vertices you want for each circle.
> ex. 5=pentagons, 8=octagons, etc.
> The more vertices you have per circle the more it looks like a circle. For most projects I would recommend 8 or 12, but its up to you. I would suggest 5, if you are really, really, worried about frame rates.

> Thats it! You have made an obj file.

> Next open up Bin-Edit, Select a texture, and import the wavefront. the texture editing is up to you; I have taken care of the hard part.

> Note: All the faces might be inside out. To Fix this problem in Bin-Edit

> > 1) Select all faces (CTRL+A)
> > 2) Flip all selected faces (click groups, move down to flip all faces)

> Note: Tiremaker automatically resizes the dimensions by a factor of 10 and Bin-Edit automatically resizes all imported wavefronts by a factor of 1000. So after you import the wavefront, resize the bin to your liking.

4) Credits

> TireMaker created by

> > Jon Ames aka Bin-Masta
> > binmasta@hotmail.com
> > http://www.geocities.com/MotorCity/Garage/5527/

> Bin-Edit created by

> > Oliver Pieper
> > pieper@viaregio.de
> > http://www.mathematik.uni-marburg.de/~pieper/mtm/

> Monster Truck Madness and MTM2 created by

> > TRI (Terminal Reality Inc.)
> > http://www.terminalreality.com/

> > > and by

> > Microsoft
> > http://www.microsoft.com/games/monster/default.htm

> Beta Testers

> > UMK-Blizzard
> > AnThRaX }-=GZ-={
> > Karmageddon
> > Cobra911