Wall Making for an object ( example cube type house ) shop1.mod
1 - First make the cube shaped building in zmodeler
2 - Texture it first.
3 - Then import the "vipercar-in-game-size.mod" included in the "track2gamefiles" folder.
4 - Move the car in zmod in front of the shop ( cube ) you made for a size reference.
5 - Resize the shop so it looks close to the correct scale.
6 - Now import your road and grass you made into zmodeler.
7 -  Move the shop to where you want it to be beside your road or whatever.
8 - Put your track together to see if the shop is in the correct place first.
9 - If it is,here is how you make a hittable wall for it.
a - make a copy of it in your "objects"  box,call it shop1wall[0]
( never forget the "[0]" in the object box at the end of each object you make).
b - Now in the top view of zmod zoom in on just the shop1wall you made and delete the top and botttom only.
c - Export the shop1wall like you export any object for viper racing,but walls go into the "mod2wall" folder inside the "track2gamefiles" folder.
d - Note: A wall for any object can have 1 side,2 sides,3,4.....you get the idea,but they must be vertical like the "shop1wall.mod" example.
e - If it was a curved guard rail consisting of many straight short sections you can just use that to make a wall ( just copy and paste the "guardrail.mod" into the mod2wall folder).
f - Best numbers for a guard rail to put in the "mod2quadnoz.exe" are  top +1.5 ,bottom 0 or -1
g - Basic numbers for the example "shop1wall.mod" would be top +6.0
bottom -1.0
h - The "top" number is the height the invisible hittable wall extends,the bottom is how far below the bottom of the object the hittable wall extends.
i - For signs you make that are slightly raised above any surface,you always want the bottom number to be zero ( if the sign you want hittable has "legs",delete those first b4 you make a copy for your "mod2wall" folder).Top number 3.0 is good.
j - The contents of the text file generated for each object is pasted into your "foolandsurface.txt" file only - pasted between the last "modobject" line and the two end words.Always leave the 2 "end" words at the bottom.
k - If you have more than 1 hittable object text,put a description of what it is between the last one you typed in.Make sure you start that line with a semi colon ( ; ),so it will not be read by the exe program putting the track together.Example would be:
;first object like Shop1 wall code below
  object(wall.tga,1,0)
    vert(1.8642, 56.5695, 0.0000)
    vert(1.8642, 56.5695, 12.0000)
    vert(1.9880, 55.8678, 12.0000)
    vert(1.9880, 55.8678, 0.0000)
    quad(0,1,2,3)
  end
  object(wall.tga,1,0)
    vert(1.5080, 57.1866, 0.0000)
    vert(1.5080, 57.1866, 12.0000)
    vert(1.8642, 56.5695, 12.0000)
    vert(1.8642, 56.5695, 0.0000)
    quad(0,1,2,3)
  end
;description of second object - code below here
 object(wall.tga,1,0)
    vert(-1.9917, 56.5695, 0.0000)
    vert(-1.9917, 56.5695, 12.0000)
    vert(-1.6354, 57.1866, 12.0000)
    vert(-1.6354, 57.1866, 0.0000)
    quad(0,1,2,3)
  end
  object(wall.tga,1,0)
    vert(-2.1154, 55.8678, 0.0000)
    vert(-2.1154, 55.8678, 12.0000)
    vert(-1.9917, 56.5695, 12.0000)
    vert(-1.9917, 56.5695, 0.0000)
    quad(0,1,2,3)
  end

end
end

NOTE:
Your wall objects will have more code than shown in this example.