Making damage parts in World Racing 2 add-on car
Open your model in Lightwave3D. In this example it’s a simple car model
used in WR2 sceneries.
Go to View tab and click Create Part button from
Selection Sets sub-section. Assign part name to a car – “Body”.
Now select polygons that will be a damage part (You know how to select polygons
in Lightwave, right?) and click Create Part button. Assign new part name
Make another part and give it another name. For example "Wing_Right".
Side mirrors can be damage parts as well. Keep on assigning parts.
After you assigned all parts you wanted, open statistics frame with “w”
key. This frame contains lots of info about model and allows to select polygons by
given conditions (type, number of sides, group belonging, etc..).
Press small downward arrow next to Part (none) line and you will see list of
parts in the model. Select one part.
Press plus sign (+) on the left side after you selected a part and Lightwave will
select polygons belonging to selected part.
Now you need to copy these polygons to a new layer. We will make parts inner
10. Go to Detail tab and press Merge button to remove any
unwanted seams, we don't need them on parts inner side. Then press Flip button in Polygons
sub-section to invert polygon facing so they face inside.
11. In Multiply tab select Smooth Shift tool. Open numeric
input panel by “n” key and supply following data for tool:
12. Press “q” key and issue a new surface that will be used for parts
13. Newly created
inner side should have same part name as outer side (by default it inherits parent poly part name).
14. Repeat steps 9-13 for all damage parts (make each parts
inner side in separate layer).
When done move all parts insides into one layer. Apply all parts insides with
proper surface used in step 13.
15. Copy/Paste all inner sides into new layer. Flip all polygons so they face
outside. Assign them to car body part. They will become car body inner side.
16. Now you have car layer with parts assignments, parts inner sides layer and
car inner side layer. Select all layers active. Go to Multiply tab and press
Triple button, this will split all polygons into triangles. Open statistics
frame and check if you have any non-triangle polygons left. Save LWO file.
17. Now it’s time to move to MTKit2. Load car LWO file.
Go to Parts
tab. There you will see a list of parts your car has.
18. Parent all parts to cars body by dragging and dropping their names in the
tree view list. You should have something similar to this picture.
19. Select a part and open Pivot Point Setup tab. There you setup
pivot point location for the part – this is a point where part is attached
to parent part. Part will flap around its pivot point when it's damaged.
Use small arrow buttons to select pivot point from available and click Use button.
20. Some parts like hood which have 2 hinges need to have different approach.
Select one hinge point as pivot and click Use. Then from controls below
set X axis (in this example it’s X axis) and set its value to Mid.
Setup all parts pivots. As described above (steps 19-20).
21. When you made all parts pivots switch to Behavior tab. There you
need to fill Min/Max flap values – limits between which part will flap
when damaged. Use Flap slider to see preview. Also set parts Radius.
More radius means more weight as well.
22. When done check all parts once again and set them to proper Animation
23. Save your parts setup so it won’t get lost when you re-import new LWO.
24. Save MOX file.
Set “Show Damage” flag and move Flap slider
to see damage parts all moving together.
25. If all went right you’ll see your car in World Racing 2 menu. Notice that
damage parts should not be noticeable at all until you damage the car in game.
26. This is how it should look in game
when damaged: no see-through holes, all neat and nice.