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=       Re-Volt PRM import/export plugin for ZModeler.       =
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                                    Last modified: 21.august.00

This filter is for ZModeler v1.04c and higher.

Update #1;

1. Installation
   Copy PRM.ZMF to Filters subfolder in ZModeler folder.

2. Importing/Exporting
>>>NOTE:
   -This filter has one feautre that destinguish it from other filters:
   it creates helper file: ZM_Model.INF. This file contains information
   that you might need when creating your Parameters.txt file. The main
   thing is Objects' offsets. They are written after Offset: keyword in
   order: x,y,z.
      Note, that ZM AUTOMATICALLY loads files listed after "FILES    #"
   keyword. The number of files that followed after this keyword MUST
   match amount of listed files.
      This listing has simple syntaxis:
   filename.PRM { TPage: filename.bmp Offset: 1.000 2.000 -3.000 }
   where all words (files' name, "{", TPage, textues' name, "Offset:",
   tree offsets (x,y,z) and "}") must present.
      There are two other keywords : USE_THIS_FILE and TEXTURES_SUFFICES
   If you write NO aftre the first one, ZM will not use this INF file
   when loading,a nd will load only one file, that you have choosen in
   Import dialog box. If you write NO after the second one, ZModeler will
   not load sequences of textures: cara.bmp, carb.bmp, carc.bmp and so
   one and will use the first only (cara.bmp). I will also discard infor-
   mation about textures' number and it might cause the game appying in-
   corret texture to the object. But if your car HAS ONLY ONE TEXTURE,
   than I INSIST that you write NO after that keyword to disable suffixes.

>>>Importing:
      To import the file you press Import button (or hit CTRL-I), then
   choose the file to import and hit "OPEN" button.
      ZModeler gives names to imported obejcst by filename, adding a digit
   at the end. This digit stands for Level of Detail (0-Very high, 1-high,
   2-medium, 3-low, 4-very low).
   NOTE:
      if you have "ZM_Model.INF" file in the direcory with the opening
   file, than it will be automatically used. And if it has USE_THIS_FILE
   YES keyword, than it will load LISTED files but not the one you have
   choosen!
      ZModeler supposes that texture has by default the same name as the
   file you are opening, but BMP extension. For the instance: 52ford.BMP
   for opening 52ford.PRM. ZM will also try to load default environment
   texture that you should name as "chrome.bmp". By default, ZM chromes
   all polygons that has no flag "Disable EnvMapping"...including wheels.
   That flag is accessable, when after selecting group of faces you hit
   CTRL-A (Edit/Attributes...) and presses "Miscelaneous Values" button.
   There you can apply: "Cull: NONE" to make polygons doublesided. There
   you can also apply "No transparency" to disable Color-keyed transparency
   for selected polygons. (hit Ok).
      And one word about CTRL-A window: When you have selected several
   faces and hit CTRL-A (to edit attributes) you can change materila in
   material droplist. By default PRM filter creates TWO materials for each
   textureL thye are "Textured: filename.bmp" and "Textured and lightmap:
   filename:bmp". The last one stands for light-map and should be applied
   to polygons that has light-map alpha (glow cones and other light-effects).

>>>Exporting:
      To export the file you simply press Export button (or hit CTRL-E),
   then choose the file to overwrite or type newer file name (with ".PRM"
   extension!) and hit "Save" button.
   NOTE:
      If you have "ZM_Model.INF" file in the direcory with the exporting
   file, than it will be automatically used. And if it has USE_THIS_FILE
   YES keyword, than ZModeler will save files according to OBJECTS NAMES.
   It also uses digit in the end of objects' name as LOD. Note, that ZM
   sequentally writes objects into file by LODs. Thus, I suppose, it will
   work fine in the game.
>>>NOTE:
      If in the ZM_Model.INF there were keywords "TEXTURES_SUFFIXES  YES",
   than ZModeler will automatically detect TPage index: For example it's
   #4 for the polygons, that uses ford.bmp texture and #0 for the polygons
   taht uses fora.bmp texture.
      This filter will automatically generate newer ZM_Model.INF file where
   it will write proper amount of files (in the model), Offsets and Texture
   file name. These offsets can be used in Parameters.txt, but not the one
   for the cars' BODY. If Im not mistaken, Re-Volt, calculates it at Runtime.


3. Known bugs
   - Converts ALL quad polygons to triangle polygons.


4. Updatements:
   - Suppoerted Light-Map poygons (glow cones and other light-map effects).



Tech support: <funspped@softhome.net>
ZModelers' WEB page: www.zmodeler.com

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                          Zanoza Modeler (c) Oleg M. 1999-2001