More Meshes:

OK, for those of you who chose not to do the Lod thing, you can bypass this one, and go striaght on to Data Meshes.

For you guys who are gluttons for punishment, lets get started.

First thing is to know what you are doing.  We need to create a second mesh for low res meshes, as well as simplify what we have done for the rest.
We can start off with the easy part.  the wheels.

Start:  Start the wheel just like you did the original, except fewer points.

Flip/Copy:  Flip/Copy it, weld the middle point, then delete it.  We are not going to give this
wheel tread.  See easier already.

Lathe it:  Lathe it just like you did the original, if you have trouble with the Gizmo, just edit it to be world center.

Wheel on top of a Wheel:  Verify that it looks right, flip the normals if it doens't.

Apply the Map:  Apply the map from the wheels.  Just get it close.

In the Top Viewport, make a 5x5x5 box at the center and attach the wheel to it, If you haven't figured out what this does, it resets it's creation point to the middle of the world.  That part is important.  This mesh is called lod22_Wheel_Master

Data Meshes:

Unhide the chassis, and any other part that would be representative of what the chassis looks like.

Next, in the Left Viewport, create a line around the chassis, do not put any points on or near the middle mark.  It should be simple.  Do not finish the line.

Duplicate the line, then in the Top Viewport, move it out to the end of the car.  What we are going to do, is to create a few ribs to define the shape of the car.  So if you want to create another go ahead.   Do not make it to complex though.  This should be a simple mesh.

After you have your ribs, adjust them for any shape difference.  Then in the Top Viewport, create a single line around the car.  Only apply as many points as twice the number of rib lines you created, and only place them in corresponding areas.

Once that line is done, and edited to your satisfaction,  you should attach the rest of the lines to it.  This should be easy, if you didn't create more lines then nessecary by clicking the Attach Multi. button.

Next, convert these lines to an editable mesh and complete the polygons for it.

Once you are happy with it's shape, Center it's Pivot, and Flip/Copy it.  Attach the new to the old, and weld them together.

this mesh serves three purposes.  One it is a functioning data_Chassis mesh.  Two, it is a bend_Data Mesh.  Three it is a lod33_chassis capable mesh.  So if you are building a lod chassis, here is your long distance mesh.  So skin it already.  And do remember that you will have to skin it roughly like you did the original car, in several different steps.

You need to make sure that all your different meshes are made that you will need and re-centered to the world. (Create a box 5x5x5 at 0,0,0, attach the mesh to it, then delete the original points to the box.) 

Trick:  A good trick is to use the original Textporter map as a guide.

Next, onto the Doors.  Unhide the Doors, and the inside doors.

Select the doors, and attach the insides to them.  We are going to make the data section of the doors next.  Create a box at zero-world.  Don't move, but edit the points until it resembles one of the doors... then you should be able to flip copy it to match the other one.  Tada, data doors.  Now duplicate one of the doors, and rename it Door_L or lod13_Door_L, and delete the right door off of it.  Rename the other side to be Door_R or lod13_Door_R and delete the left hand side door.  At this time, you should reneame the new data meshes, data_Door_L and data_Door_R respectively.  Do not name them with the lod prefixes.

Unhide the Fenders, the exact same process must be done here too.  Make a data mesh for them out of a Zero-World box, flip copy it to the other side.  Split the two parts and rename it all.

Next, do the hood and trunk.  You can make one box for the hood, then duplicate it and move the points to the trunk.  Rename it all the correct names.

After that do the Grill and any other object which is a detachable that was not done.

Pivot Points:

Pivot points are basically those pieces that you want to come off with no real set motion.  They will come off on one of any of the points set by the mesh which is designated to be the Pivot_(node).  It's creation is very simple.  Take the data_(node) mesh, duplicate it (name it Pivot_Partname) and hack off what ever points are not part of the Pivot_(node). Then reposition those points in area's that the object would most likely be hung on by a single bolt.

In my Model, Pivot detachables are the fenders, grill, wing, license plate and mirrors.  So, I will duplicate each of those data_(nodes)  and hack off unnecessary points, and reposition them where logic would dictate that bolts would be.

The points I selected for this fender, were three that naturally would occour along the hood, and one
that would be connected to a frame support.  I can now flip/copy this and easily have the other side.
Notice that it only has 4 points, I removed 4 from the data_Fender_L to make this.

Notice this grill has 6 points.

I will do each piece after these, making sure of pivot placement.

Finishing up:

OK, with all the pivot's out of the way, it is time to go back through your entire model, and correct anything that is in correct, catch anything that you didn't catch.  Make sure that it is all final.

This is the point where you have to set the Creation point for any mesh which is not covered by a Non-Zero-World object.  You must think, and find them all.  If you miss one, it will either not appear correctly, or the exporter will kick it back at you when you export the mesh.

That mass of blue is the engine and transmission.  it will be labeled Engine.

I also, managed to bypass the Mirrors, but they will be the special exception in this tutorial.  They will show you how to set up a sub-detachable.

All material covered on this page is owned by Beroc-Lord of Destruction, to be used solely on this site.  Please respect my wishes and do not copy this information.