![]() VEHDIR is the vehicles directory as defined in the. They can use two pre-defined directories : and. mas files - I don't know what that stands for. The SearchPath tells the game where to look to find mesh files (.gmt which stands for GMotor Triangles) and. gen files since this seems to be something that confuses a lot of people. I'll add another note about SearchPaths in. I'm not sure why they didn't just use WCHELMET and WCWINDOW and the standard names for those but that's what they did. This means that for the car skin GRM_33.dds, its WCEXTRA7 material will use GRM_33helmet.dds. The V8factor mod is one that overrides the default names. ![]() What happens is the letters after WC are appended to the filename that is set as the DefaultLivery. As an example, here are a few textures that will be used if a car has a DefaultLivery of M圜arSkin.dds : Then each of the other files will be named based on what the DefaultLivery is specified as. This will override the default file for the material named WCCARBODY. The way the wildcard textures work is you define a "DefaultLivery" in the car's. Here is a list of all of the WildCard textures that can be used in rfactor. Then copy your basic livery and rename it to xxxxxextra1 or similar to avoid texture mismatches. If you want to have different liveries also for driver set his material as wcdriver.Ĭall the wing texture like WCEXTRA1 or 2 or 3 or whatever. Ingame as usual, xx_window.dds and xx_extraxx.dds. Set the window file as wcwindow and all the extra files like wcextraxx where xx are numbers between 1-unlimited. Make sure the body1.dds (Livery) is setted as wccarbody in simed, if not it will load only the default skin assigned to that material.įor extra stuff like windows, driver, wings etc. Info regarding skins and how to get them to work: Load the material in 3dSimEd and choose Re-Scale Texture, then add a minus in front of the Scale V which is the vertical plane. I think this is for reversed mirrors? Anyway, another tip Than hide layers and uncover alpha channel,then paint in alpha layerĪnd if you finish painting, back hide alpha and uncover layers, save as DDS If you work with photoshop you need click to channels: Trouble with a milky or dark looking windscreen/headlamp covers.įrom the interior, try putting the graphics settings to "Diffuse" in 3dsimed, had some issues with the windscreens so had to do lots of fiddling.įrom the exterior change the alpha channel under the window from white to black. Make the blights02 texture brighter than the lights01 texture to see the brakelight effect. Lights01 and Blights02 then must be the textures with lights on. Make sure you use for the Lights00 and Blights00 and 01 transparent textures. Headlights (material name lights / event set to lights00 (off) and lights01 (on)īrakelights (material name blights / event set to blights00 (off),blights01(off) and finally blights02 (on) so you can see them! You need to have the textures blights, blights00, blights01, & blights02.dds You have to change these values in the hdv file (starting from the section)īumpStopRisingSpring=1.25e9 change it to BumpStopRisingSpring=1.25e7īumpStopRisingDamper=2.19e7 change it to BumpStopRisingDamper=2.19e5 Then once you have made the 4 mas files, create a component from them.Usually the AI cars will bounce from a gtr2 convert, so this edit in the hdv will fix this (as far as ive tested) Trackname_"layout".mas where the scn gdb, aiw, etc go (layout being the folder name in which all these files are found, in the case of Joesville, the layout is Joesville_Speedway)īTB puts all the layout files, gmt's and dds' in one folder, you have to separate them. Trackname_Main.mas where trackname.tdf and trackname Icon go. Once you have made those icons, go into My Documents\rFactor2\Installed\Locations and pick an ISI track folder, open it up and open the version folder, look at how all the mas files are set out, there are 4 important mas files that need to be made. You first need to create all these image files, there are templates posted here What you need to do is, open the Joesville folder in mod dev, in there you will see a tdf file and an Icon.dds, then inside Joesville_Speedway folder you will see loading.jpg, icon.tga SMicon.tga, Thmb.tga and trackmap.tga. I think it is possible from what your saying, that your missing a few important steps that are different with rf2 and rf1.
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