-strip stripify any ac3d output models
+o ac3d to ac3d: the result file is optimized in using groups by zone of track track must be named
TKMNxxx dist is used to determine the distance of the objects
+om ac3d to ac3d: the result is a vertex merged unique obj for smooth car only
-o ac3d to obj +s ac3d to ac3d with strips (used for cars)
+es<angle_of_smooth>
ac3d to ac3d with strips (used for cars) and extended ac3d file output (computed normals) angle is
in degrees: example: +es80.0clkdtm_o.acclkdtm.ac the output file will also contains the
secondary textcoord for the env sliding
+et ac3d to ac3d with triangles (used for cars) and extended ac3d file output (normals normals)
+etn ac3d to ac3d with triangles no split and extended ac3d file output (normals normals)
+shad ac3d to ac3d with triangles, create a new ac3d file used for track shading, vertical mapping of a
single texture
<inputfile><outputfile>-orderorderstring
only used with +es , +s and +etorderstring is the order of the objects during the save for
example: HB;OB;OBM is the names of the objet separate by a semicolon for imported NFS cars the
object name HB must be used instead of: HB-g<outputfile>
for grouping multilayer ac3d track
-l0<inputfilename>
the base geometry
-l1<inputfilename>
the base geometry map-tiled
-l2<inputfilename>
the base geometry skids/and grass details
-l3<inputfilename>
the base geometry shadows
-d3<val>
the max distance of groups in tkmn
-d2<val>
the distance of group 2 in tkmn
-d1<val>
the distance of group 1 in tkmn
-S<val>
the distance of splitting for TERRAIN* objects
-es for extended ac3d file format for strips
-nts no texture split (for debug)