
Converting from 4x4 Evo to Re-Volt by BurnRubr
This tutorial is a quick guide in converting trucks from 4x4 Evo to Re-Volt
Even a lot of the custom made add on 4x4 Evo 1 and 4x4 Ev0 2 trucks
Re-Volt only uses the 1 bmp of a size of 256x256 pixels.
Needed Utilities
ZModeler 1.07
Web
Site
http://www.zmodeler2.com/index.php?mode=downloads
Paint Shop Pro 4 or above Web Site
http://www.jasc.com/
A 4x4 Evo truck pod
Get from
your 4x4 Evo game Truck.pod
3DS Studio Max You
must already have this
Rvminis5 Download Link
http://www.perror.de/rv/files/rvminis5.zip
Rvtmod7 Download Link
http://www.perror.de/rv/files/rvtmod7.zip
4x4unpod
Download Link
http://mtm2.com/~mtmg/downloads/evo/4x4UnPod.zip
Step 1 --- Which Truck
Decide on what truck it is that you want to convert to Re-Volt
Then extract all the files from the truck .pod from the game 4x4 Evo
All 4x4 Evo trucks have a high poly and a low poly model
Each smf model file uses its own texture page
As for this example I am using the Lexus RX300 AWD
The texture page shares the same name as the smf model file
For EXAMPLE --The texture for the HIGH body RX300 is called RX300.raw
The model file used is the RX300.smf for the HIGH poly model
The texture for the LOW body RX300 is called RX300l.raw
The model file used is the RX3000.smf for the LOW poly model
Texture for the wheels are RX3TR16.raw
Step 2 --File extraction
You will need to extract all the files using 4x4UnPod.
Put 4x4UnPod.exe in the same folder where the 4x4 Evo truck.pod
is located.
Start up 4x4UnPod and load up the truck.pod.

Then push the Extract All
button and ALL the files in the truck file will be extracted.
All the 4x4 Evo files will be extracted to their respective folders.
Which are Art,Models and Truck in the same folder where the Truck.pod was found.
Step 3-- ZModeler
Time to import the smf files from the Models folder file into ZModeler.
In my case I import the RX300.smf for the RX300 truck that I am doing.
We also need to import the wheels smf files as well
So import RX3TR16L.smf and RX3TR16R.smf
Now all the needed files have been imported into Zmodeler

Export the model as a 3ds file
I called mine RX300.3ds
You are now finished with ZModeler
Step 4 -- Paint Shop Pro
We have already found out the model in this example uses 2 textures
So we will load them in Paint Shop Pro
I load RX300.bmp and RX3TR16
As rvtexmap only works with textures ending between 'a' and
'j'
I will rename my bmp files as follows
RX300.bmp renamed to RX300A .bmp and RX3TR16.bmp renamed to
RX3TR16B.bmp
Now we will make up the single 256x256 texture needed for revolt
Make a new texture at 256x256 pixels
Now resize the RX300A .bmp
to 256 x 128 pixels
Then copy and paste this as a new selection to the top of the 256x256 texture
Take note that the placement was at 0 0
RX3TR16B.bmp can stay at its original 128x128
pixels
Copy and paste this as a new selection to bottom left hand corner of the 256x256
texture
Take note that the placement was at 0 ,128
Now use colour replacer and replace RGB 0 0 0 with RGB 32 32 32
This stops the black being transparent in revolt
Save this new 256 x 256 texture as car.bmp
Resize the car.bmp to 128x128 pixels and save as car.bmq

Sample of the car.bmp resized to 128x128 and saved as car.bmq
You are now finished with paint shop Pro
Step
5 -- 3DS MAX
I use a system units of meters
Import the 3ds file from the extracted Art folder into 3ds
max

Make sure the Convert units is unticked
You now end up with the model in 3ds max

However there are no textures assigned to it.
So we need to open the material editor

Select material slot 1
Assign the
RX300A .bmp to material slot 1
Now select material slot 2
Assign the
RX3TR16B.bmp to material slot 2
Now select all the parts to the truck body and assign the
RX300A .bmp from material slot 1
Then select only the wheel and tyre parts and assign the
RX3TR16B.bmp from material slot 2
The truck and wheels will now have the correct textures.
Now make sure you save your truck to a 3ds max file
Now you will need to delete some uneeded parts from the truck.
You need to delete any parts called LightBC LightBL LightBR LightFL LightFR
LightRL LightRR
Also need to delete GlassI Cockpit
You are now only left with parts of the track model that we will use.
It is up to you now if you choose to delete other parts such as Snorkel Roofrack
Skid Brushbar Fog lights etc.
Select all the parts of the mesh and group them
Now apply a uniform xy scale of 3000 to the group.
After doing the scale select the group again and rotate on the Z axis by 180
degrees
You now ungroup all the parts
Now hide everything except the wheels and tyres
Move the wheels on the X Y Z axis to 0
Now unhide the body and move the body on the Z axis to 26
Make sure you now save your 3ds max file
Delete both wheels and tyres leaving all the parts for the body mesh
Export the body mesh as rx300.ase
Now select file and new all
Reload your saved truck max file
Now delete every thing except the right wheel and tyre mesh
Export this as wheel-r.ase
Now select file and new all
Reload your saved truck max file
Now delete every thing except the left wheel and tyre mesh
Export this as wheel-l.ase
All the exporting to ase is done
You have now finished with 3ds max
Step 6--
ASE2PRM Tool
Start ase2prm
Use the following commands one at a time
ase2prm rx300.ase
ase2prm wheel-r.ase
ase2prm wheel-l.ase
This will give you the needed prm files for revolt to use
Step 7
-- Rvtexmap
Using the notes of where we pasted the different images on the 256x256
car.bmp
We now go about remapping the prm files using rvtexmap
First lets do the rx300.prm
Start rvtexmap and type in the following commands one at a time
rvtexmap rx300.prm a:0,0:512x512=a:0,0:256x128
The RX300 body has now had the body texture remapped
Now for wheel-r.prm use the following command
rvtexmap wheel-r.prm b:0,0:256x256=a:0,128:128x128
Okay that is wheel-r done
Now for wheel-l.prm enter the following command
rvtexmap wheel-l.prm b:0,0:256x256=a:0,128:128x128
That is all the remapping done with rxtexmap
We are now finished using rvtexmap
Step 8-- Making up a new car folder in Re-Volt.
Windows Explorer will be used for this.
Browse to the Re-Volt cars folder and copy and paste a stock car.
I use toyeca.
I then rename this folder the a new name for my new car.
In this case I will called the folder rx300
You then have to edit the parameters text to show the same used folder name.
Plus give your car a new name.
My changes to the parameters text is shown below.
;============================================================
Name "Lexus RX300 AWD"
;====================
; Model Filenames
;====================
MODEL 0 "cars\rx300\rx300.prm"
MODEL 1 "cars\rx300\wheel-l.prm"
MODEL 2 "cars\rx300\wheel-r.prm"
MODEL 3 "cars\rx300\wheel-l.prm"
MODEL 4 "cars\rx300\wheel-r.prm"
MODEL 5 "NONE"
MODEL 6 "NONE"
MODEL 7 "NONE"
MODEL 8 "NONE"
MODEL 9 "NONE"
MODEL 10 "NONE"
MODEL 11 "NONE"
MODEL 12 "NONE"
MODEL 13 "NONE"
MODEL 14 "NONE"
MODEL 15 "NONE"
MODEL 16 "NONE"
MODEL 17 "cars\misc\Aerial.m"
MODEL 18 "cars\misc\AerialT.m"
TPAGE "cars\rx300\rx300.bmp"
COLL "cars\rx300\hull.hul"
EnvRGB 200 200 200
;====================
; Stuff mainly for frontend display and car selectability
;====================
BestTime TRUE
Selectable TRUE
Class 1 ; Engine type (0=Elec, 1=Glow, 2=Other)
Obtain 0 ; Obtain method
Rating 4 ; Skill level (rookie, amateur, ...)
Make sure you remember to change the Obtain number to 0 so the car
shows up to everyone
Step 9-- Checking car in Re-volt.
Now is the time to start Re-Volt and select your car.
If the conversion worked as it should and folder and parameters names are correct.
Then your car will show up.
The car would more than likely have the wheels and aerial in the wrong
places
Step 10-- Final parameter adjustments
Now is the time to adjust the parameters to you liking.
Change the car wheels and aerial position, car speed and acceleration etc to what you want.
To make the car handle like you want it to.
Step 11
---- YEEHA

Now go have some fun racing your new 4x4 Evo car conversion in Re-Volt.
Thanks to the following people.
ALI and CHOAS ----- for their great Re-Volt tools.
Tiki ----- 4x4UnPod.
Oleg ------ ZModeler.
This tutorial was written by BurnRubr
I can be contacted via "
Our Revolt Pub"
http://s3.invisionfree.com/Our_ReVolt_Pub/index.php
Also can be contacted via the "ReVolt Forum"
http://z4.invisionfree.com/Re_Volt_Forum/