|  | 
       Assuming there's already a nice car 3D model at hand, this is now about the basic steps how to get it into NHeat 
	    
	     First of all create a new subfolder in NASCAR Heat main directory.
		 Name that folder newmod for now; you can rename it later on.
		 Create a text file mod.cfg in newmod folder. Put in lines : 
		     
		         [GLOBAL]short_name NEWMOD
 pretty_name NEW MOD FOR NASCAR HEAT
 author NEWBIE N00B
 
		 Copy drivers.txt from NASCAR Heat main folder to newmod folder
		 Copy PAINT.RES from NASCAR Heat run/data or main folder to newmod folder
		 Load STOCK.CAR file from NASCAR Heat run/data or main folder to WinresToolsWizard and unpack
	         it to some new folder (we'll name it mycar for example) on your workspace drive.
		 Load physics file to mycar folder
		 and save it as physics.txt 
         
           | Next thing to do is to import the new car's model to Zmodeler, while making
	   sure that the texture files that have been mapped to this model are in the same folder as the 3D file. If there's
	   no texture files, or the mapping looks weird for now, don't mind, we'll go for this a little later. 
	   The car model's center should be located at x,z (length, width) = 0,0 in Zmodeler, but it
	   should be placed so that it's lower end should be above y (height) = 0. If it doesn't, move the car's object(s)
	   by using Modify... -> Move function in Zmodeler
	        |  |  
	   DimensionsNow check dimensions. Switch to Object mode and have a look what objects there are.
	   If there's any objects that are not part of the car body,
	   such like car a shadow object or tire objects or headlight flash objects, delete them. In NHeat, the car's 3D file
	   only has to have the car 3D model object.
 
        
         Export to Heat
           | For the example car (BMW M3) we know from some internet research that it should have about these dimensions 
	   Check Edit -> Attributes to get info about the the actual car model's dimensions. The model's
	   dimensions should match (in Zmodeler's units) the real world car's
	   dimensions (in meter).  If it doesn't match, you'll have to do some scaling, best done in Object mode
	   (Modify...-> Scale). Generally I'd suggest to do any scaling always only along one axis at the same time.
	   On scaling height, have in mind that the real world car's height probably includes tires, while the car
	   model doesn't have tires. You'll have to subtract the real world car's ride height to get the
	   car model's supposed body height.Length = 4.450m
	   Height = 1.250m
	   Width = 1.850m
	    
	        |  |  Once dimensions are set right, the car can be exported to NHeat for the first time.
 
	     In Object mode, merge all objects (Create...->  Objects... -> UniteSelect)
		 Rename the resulting object car[0]. The [0] is important !
		 Export the car[0] to MOD format to file mycar.mod
		 Copy mycar.mod to high1.mod - high9.mod and to low1.mod - low6.mod in mycar folder
		 Switch to WinresToolsWizard in MKRES mode and create a file mycar.car from mycar folder's content
		 Copy mycar.car to newmod folder
	     Open drivers.txt in newmod folder with notepad (or any other text editor)
		 Substitute all drivers.txt's content by this single table   
		       Save drivers.txt	
		Run NHeat.exe -mod:newmod -noautoplay
		On Driver Selection screen, select driver "test"
		Head for some road (!) track (Default camber on oval tracks makes checking correct dimensions difficult)
		The car will show up red. Don't mind for now, this first import to Heat is for adjusting dimensions only
		Check ride height, wheelbase, front/rear track and tire dimensions
	    Adjust dimensions
	        
		Start over at 3 by skipping 7-9 until all looks fine
	
	That's the basic steps to import a new car to NHeat. On the way up to here perhaps some
	questions have come to your mind. Such as
		         | table Driver number 999
 name test
 chassis mycar
 rank 1
 race_image 100
 body_style fcar
 end
 end
 |  |  
	   Patience, grashopper - there's quite some more steps to go... ;)How do I make the car's texture show up in Heat ? That will be explained on next step, in the Mapping Tutorial
	   Why are there high1-high9 and low1-low6 when there's only one car model ? It's for LOD Modeling
	   What's the use of lod.val and lod_hi.val ? Again LOD Modeling
       What's high0.mod and low0.mod for ? It's the Cockit's 3D model
       What's highb.mod and lowb.mod for ? It's the Brakelights
       How do I put in different tires ? Check here
	 
        
        
	 |  | [ Importing Cars ] |  |  |  |