Franklin Trailhand Sport 0.5.8.1 - drivability fix on top of 0.5.8

Problem: the body mesh pointed backwards (hood at the game's rear). The game's driver seat was
therefore at the tailgate end, so entering by the visible driver door put you in a passenger
seat, where the start / hotwire options never show.

Changes:
- Body mesh turned 180 degrees so the hood is at the game's front (Vehicles_TrailhandBody.fbx).
- Wheels, tyre areas, front seat positions, engine / bed access areas and tow points moved to match
  (vehicle_trailhand_sport.txt).
- Right-click "Spawn Franklin Trailhand Sport" now repairs the truck and puts its key in your inventory
  (single player).

0.5.8.2 - handling
Problem: the truck rolled over when steering at about 30-40 mph. It was using the vanilla SUV's
handling values unchanged on a longer, heavier body with larger wheels.
Changes in vehicle_trailhand_sport.txt:
- rollInfluence 1.0 -> 0.35   (much less body roll from cornering forces)
- wheelFriction 1.4 -> 1.25   (tyres slide a little before the truck tips)
- suspensionStiffness 40 -> 45, suspensionDamping 2.88 -> 3.4   (firmer, settles faster)

0.5.8.3 - paint and size
Paint: roof, hood, tailgate and some panels drew as flat dark grey. That grey is the game's
"part removed" colour; the game applies it by mask zone, and in vehicle_trailhand_mask.png the whole
painted body was pure black, which the game reads as its "roof" zone. The painted body is now a
near-black (12,12,12) that belongs to no zone, so part states can no longer grey out the paint.
Window and light zones are unchanged.
Size: vehicle model scale 1.82 -> 1.48 (about 19% smaller, close to the vanilla pickup's scale).
This one value scales body, wheels and physics together. Interaction areas enlarged to compensate
(0.4725 -> 0.58).

0.5.8.4 - centre of mass
Problem: still rolled on sharp turns and when hitting zombies. The script had model offset 0 with
centerOfMassOffset 0.3022, which put the centre of mass about 0.30 above the middle of the body
(near window height). Every vanilla vehicle sets model offset equal to its centre-of-mass offset,
so the centre of mass sits at the middle of the mesh.
Changes: model offset 0 0 0 -> 0 0.3022 0 (same arrangement as vanilla; also lines the inherited
SUV collision boxes up with the body). rollInfluence 0.35 -> 0.5 and wheelFriction 1.25 -> 1.4,
since the earlier values were compensating for the high centre of mass.

0.5.8.5 - tuning
- engineForce 5000 -> 7000 (+40% acceleration). Engine power is fixed when a truck is created,
  so only freshly spawned trucks get it.
- Handling: rollInfluence 0.5 -> 0.4, wheelFriction 1.4 -> 1.5, brakingForce 95 -> 105.

0.5.8.6 - engineForce 7000 -> 8050 (+15%).
0.5.8.7 - maxSpeed 95 -> 120.
0.5.8.8 - brakingForce 105 -> 142 (+35%).

0.5.9 - damage
Method 1 (texture damage, on the normal truck Base.TrailhandSport):
- vehicle_trailhand_mask.png: doors, hood, tailgate, four fenders/bed sides, front and rear ends are
  now painted in the game's zone colours (left = mesh -x). Roof and cab shell stay outside the zones.
- New 1024px textures in the body's own UV layout: vehicle_trailhand_damage1.png (scratches, small
  dents), _damage2.png (heavy), _rust.png, _blood_mask.png, _blood_hvy.png. The script now points at
  these instead of the blank image.
Method 2 (detachable parts, separate test vehicle Base.TrailhandSportParts):
- Body split into Vehicles_TrailhandShell.fbx plus DoorFL / DoorFR / DoorRL / DoorRR / Hood /
  Tailgate models. Each is attached to its part as model "Default" and shown or hidden by
  TrailhandPickup.lua when the part is installed or removed.
- Second right-click option: "Spawn Franklin Trailhand Sport (detachable parts)".
- Unverified in-game: whether part models sit in the same place and scale as the body, and which
  mesh side the game treats as left.

0.5.9.1 - stronger damage, blood, glass cracks
- damage1 / damage2 redrawn much bolder: larger dents sized to each panel, dark and light gouges,
  heavy stage crumples about 78% of each panel.
- Front-end and rear-end zones widened to every exterior piece at the nose and tail.
- Blood: the first version only appeared at high blood levels. Colour layer and reveal mask rebuilt
  against the shader's formula: about 12% coverage at intensity 0.1 rising to about 60% at 1.0.
- Glass: spider cracks on all six window zones (light stage), shattered web + haze (heavy stage).

0.5.9.2 - the real cause of the wrong paint
Problem: some trucks spawned dark grey / sage green instead of Ingot Silver, apparently at random.
Cause: the vehicle was declared with "template! = SUV". The vanilla SUV template carries its own
skin (Vehicles/vehicle_suvshell), so the truck ended up with TWO skins - the SUV's and its own - and
the game picks a skin at random for each spawned vehicle. Trucks that drew the SUV skin showed the
SUV's texture stretched over this truck's UV layout (its hidden paint colour is 101,119,103 - the
sage green - with dark grey patches). Checked by sampling the SUV shell at this truck's UVs.
The earlier explanations in this file (mask "roof zone", 0.5.8.3) were wrong; that change was
harmless but was not the fix.
Fix: the SUV template is now inlined in both vehicle scripts without its skin block and without
its texture keys, so each truck has exactly one skin: vehicle_trailhand_body.
Also: the right-click menu now has one entry. Base.TrailhandSportParts stays in the mod but is
only reachable from the debug vehicle spawner.

0.6.0 - renamed
The mod and the in-game vehicle are now called "Franklin Trailhand Sport". Mod ID (TrailhandPickup) and
vehicle IDs (Base.TrailhandSport, Base.TrailhandSportParts) are unchanged, so existing saves keep
working. The wheel mesh file is now TrailhandWheel.txt.

0.6.1 - spawn menu removed
The right-click "Spawn Franklin Trailhand Sport" option is gone (TrailhandPickup_SpawnMenu.lua deleted).
The truck is found through natural spawns, or placed with the game's debug vehicle spawner.

1.0 - first public release
Same as 0.6.1 (spawn menu removed). Version number set to 1.0 for the ProjectZom download.
