I'm putting together a set of 2021 skins for the formula pro. I've done the alternate mclaren gulf livery as well as the regular one. Currently I have them both included as separate cars, but then I often get 4 Mclarens showing up in the ai field. Is it possible to have the alternate livery as an upgrade for the mclaren car. something like: UpgradeLevel="Gulf Livery" { Description="Gulf Livery as seen at Monaco" DefaultLivery="Mclaren_3_Gulf.dds" MaterialOverride="Mclaren_3_Gulf.json" } Is this possible ? If so how would I make it work with the formula pro ? the default is FormulaPro_Upgrades.ini, I tried renaming this just in the mclaren mas as Mclaren_3_upgrades.ini and adding the above but with no success. (and for mclaren_4 as well) thanks for any help
You need to create skin livery package for them to work with AI. Follow this official guide: https://docs.studio-397.com/users-guide/custom-liveries-how-to-make-an-update-rfcmp-for-league-use As for Upgrades.ini, the only supported replacements are outlined in skipbarber_Upgrades.ini (from ModDev): GEN, SFX, CPIT, HDV
After reading I found this would work with creating new drivers. How could we make this system to make the AI using a particular livery for a particular track? The upgrade system as mentioned by @Smeghead would work very well and would be very effective. The system presented in the link is nice to create new drivers. With alternate liveries like in F1, not very much....
Once upon a Time, a long While ago.... in rF1, it could be done in the veh File, with this Syntax: TrackLivery="TRACK, PREFIX" // TRACK is the track name as defined in the event GDB TrackLivery="TRACK, PREFIX" // For example, "2004_Toban" TrackLivery="TRACK, PREFIX" // You can have an infinite # of these lines but because i did never use it, i can not say if it ever worked in rF2 or if it works now maybe. So maybe it worths to try ot out.
This rf1 method was wonderful. Being to add liveries used on any version of tracks was the best. Unfortunately you need access to the veh file for this. I tried multiple times this method previously and it never worked...... I allways had the default livery at each track
You have Access to the veh Files, also for the DLC Cars and sometimes Miracles happen. Did you again try it lately?
I will try later today to see. I am currently working on a personnal project on devmode, I'll try it there first
ah that would be cool, it would be almost a surprise at particular tracks. and thanks for any info you could provide. as in how would I name the alternate livery currently I have a .veh for each version, with the only difference being DefaultLivery="Mclaren_3_Gulf.dds" MaterialOverride="Mclaren_3_Gulf.json" I did think about having it as a separate class, but that would be too clumsy
Well I tried with the old rf1 method. Nothing works. The AI use the default skin. I will try to do something for the main game, but as it didn't worked in the devmode I do not see why I would work on the main game, unfortunately....
Yep I have tried and failed...it is 100% broken which is a big shame, I do recall it working in a much earlier build. It really is a bug that needs to be squashed especially since the RF1 method still works today.
Does it work if you have the "alt" prefix for the alternate livery? I know that was thing that was needed in order to get those custom liveries working in the first place back in the day. With rF2 doing away with the rF1 style .rFm, it has been difficult to be able to have some segregation between those classes. For example, my addition to the Indycar 2006 conversion added about 30 different classes as each individual race had it's own class. It really adds a lot to the All cars and tracks list.