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
.TP
.B+om
ac3d to ac3d: the result is a vertex merged unique obj for smooth car
only
.TP
.B-o
ac3d to obj
.B+s
ac3d to ac3d with strips (used for cars)
.TP
.B+es<angle_of_smooth>
ac3d to ac3d with strips (used for cars) and extended ac3d file output
(computed normals) angle is in degrees:
example: \fI+es 80.0 clkdtm_o.ac clkdtm.ac\fP
the output file will also contains the secondary textcoord for the env sliding
.TP
.B+et
ac3d to ac3d with triangles (used for cars) and extended ac3d file output (normals normals)
.TP
.B+etn
ac3d to ac3d with triangles no split and extended ac3d file output (normals normals)
.TP
.B+shad
ac3d to ac3d with triangles, create a new ac3d file used for track shading\n vertical mapping of a single texture
.TP
.B<inputfile>
.TP
.B<outputfile>
.TP
.B-order\fIorderstring\fP
only used with \fB+es\fP , \fB+s\fP and \fB+et\fP\fIorderstring\fP is the order of the objects during the save for example: \fIHB;OB;OBM\fP is the names of the objet separate by a semicolon for imported NFS cars the object name \fIHB\fP must be used instead of: \fIHB\fP