Viper Racing
How to put your new Track into Game Part 1

This is a short tutorial by Val to explain the basics of getting a new track you just made into MGIs 1998 Viper Racing game.

First you need these files to put the track together.
Download and extract the "vrtrackfiles" folder inside the rar to any location on your hard drive.
You also need Zmodeler 1.07b and A hex editor
For the Hex Editor just make a folder in your program files folder,call it Xvi32,download it inside that folder and click "extract here"...done. Zmodeler 1.07 installs like any normal program.

If you have a track made already here is what you do next:

I will use the track shown below for a simple track example.

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Say you just made this track in 3dsMax or Bobs Track Builder or any other 3d modelling program.
To put this track in Viper Racing,there are a bunch of steps to take.
For this tut I am using 3dsMax Version 3.1 that can be found on this guy's page..
To get this version working in Vista and newer windows you must install this DirectX 9.0c package
and also rename the "iptex.dlt" file in the "3dsMax3.1/stdplugs folder" to "iptex.dlt.bak"
( without the quotes ),otherwise 3dsMax will freeze up when it tries to load that file.

Some older games and programs need older DirectX files,so if you have Windows Vista or newer 32 or 64 bit operating system, it is advisable you install this DirectX 9.0c package anyway.
It does not affect the DX version you have now.
The following images will explain the steps in detail on how to get your track into Viper Racing.

Making a "path" for your track in 3dsMax3.1

Any newer version of Max will also work - visuals might be a tad different.

To see larger view,Right click on pic/view image/Left click the + thingy.

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Now you MUST make a path in 3ds max and export it as an ase file,so import your 3ds track into max.
The path for Viper Racing shows the game engine where to start,drive and end the race.
Just picture the "path" as a dotted line down the center of the track you made.
The exact location of the start and finish line will be exactly where you start the "path" in 3dsMax.
It can be anywhere on the driving part of the track surface as close to the center as possible.
Also when you are drawing the path in Max, try to get all points centered on the track.

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You can fine tune the "path" by moving the points after you complete it to get them all centered on the track.
After you modify the "path" at any time, you must click the "normalize spline" button.

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