Advanced: "Complex" .3do file editing help

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JohnJohnson65

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Hey, I've been trying to edit the Smiffsden warwagon 2.5's model for personal use (Just to remove the extra number boards, as they clutter up pitlane and look bad when you use a customised lollipop that isn't just a png of your car's number, and if you put the holes they put for the wind in then it just looks horrible), and I've run into some problems.

My original idea was to use 3DSimED to export the warwagons to .obj files, then use Blender to make the edits, then export them back through 3DSimED as .3do files... the process worked, and I had a .3do file that seemed perfectly fine.

However, when I put these into my game's folder, they would not show up at all, the pitboxes became invisible. Scratching my head for a couple hours testing what could be the problem, I asked a more experienced member of the NR modding community, and he shed some light on the situation. 3DSimED removes all "complexity" from a .3do file when loading it in, treating it as one flat static model - Which breaks warwagons and pit crew, because they have moving parts (The pit lollipop becomes invisible as its own separate part when the guy grabs it, and the crew have of course moving limbs).

So, now I'm at a bit of a barrier. I don't know what tool to use to edit a .3do while maintaining the distinction between different objects/meshes within the file so that it works ingame. Any help would be much appreciated - If you know the method SS.net or Smiffsden used to create their own, that's basically what I'm after.

(Aside:
I also intend to create a mod that changes the model and texture of the gasman with this information, so that you can distinct him from the rest of the crew with an apron and closed helmet, since I've found that you can change the .3do for each individual crew member, and thus the texture that they use in theory. This means accurate Kyle Busch m&m's pit crews are possible - if I figure this out! I'll keep you all posted with that in a separate thread in the right place)
 
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Mystical

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3do's such as the pit box requires scripting/code and must be compiled with make3do from a PAS file.

3DSimEd3 only includes basic state switches (like population) and also triples a model's tri count so it not plausible or efficient to use for complex 3dos. Ive never made a pit box but some of the state switches you'd need are listed here:

Code:
show_pole
show_tire
show_gas_can

Also unless you have the original source files (3ds file and compile script) you can't take a 3do and edit it and re-export the same 3do. 3D SimEd3 will completely strip any compile code.
 
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