Gday ISI, Just wondering how skin packs will be implemented in rFactor 2. Ive had a bit of a read around but havent really seen anything confirming. Currently it seems like all skins will be in the one selection area in the vehicles node. So does the League Manager make the new skins appear in there and be jumbled up with the original mod skins or Do they re-release the mod packaged up with the skin pack included as an update? Will there be seperators or filters to organise things? Thanks Phil
What will happen, once the code is done, is that in the userdata/player/settings areas you will see vehicle folders, as well as the track folders that are there currently. You will drop skins for vehicles in the respective folder, and will be able to select them in the same location you select upgrades. We wanted to have it ready for the first release but it wasn't quite done yet--not sure of the status currently. But anyway, that's how it will work....
Nice one, thanks Scott, looking forward to it. Are ISI aiming to release some templates in the near future to allow us to give skinning a go? Also is installing custom skins a feature the beta users will get to test out before the product goes gold? Thanks Phil
Can we also get some direction on the handling of Track Specific skins.. In RF we can allocate the skins to the Track in the VEH file.. Will that remain a similar style of function in rF2??
Scott, going back the Skins being dropped in the User Area. Will this distribute out to other opponents? If it doesnt distribute I am assuming they see the main car? So does this mean we can no longer add a "team" that has our skin without creating a "MOD" or update to one?