Vehicles in DevMode

Discussion in 'Modding' started by SPASKIS, Mar 30, 2014.

  1. SPASKIS

    SPASKIS Registered

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  2. Backdraft26

    Backdraft26 Registered

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    Very good idea, I have great difficulty with the cars in the mod dev, thank you :)
     
  3. vicent-sollana

    vicent-sollana Registered

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    Thank you Spaskis,

    Saludos.:)
     
  4. Noel Hibbard

    Noel Hibbard Registered

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    Kind of odd how it was extracted though. Normally (just like in rF1) you would put the sounds in the sounds folder and Teams (veh files and associated dds skins) would go in the teams folder and GMTs and related textures (dds files) would go in the maps folder. It works but isn't the best example for guiding someone on how to get a car in DevMode.
     
  5. SPASKIS

    SPASKIS Registered

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    You are right. However for track modding we usually just need the car to work on the track. That's the reason for such way of packaging. It is easier for path definition and packing since you just use one folder. Sorry if this confused someone.

    In any case the typical structure used in rF1 is useless in terms of concept since later everything will be packed without that hierarchy.
    I actually have found that both sounds and talent files could go in the vehicle rfcmp. I think that is the way X Factor has packed lately released touring car mod.

    enviado mediante tapatalk
     
  6. Backdraft26

    Backdraft26 Registered

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    Spaskis hello, could you please make me a mod for mod dev? I do not know how
     
  7. canastos

    canastos Registered

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    I'm afraid Spaskis is banned

    Maybe I could help you, but I didn't understand, what are you asking for??

    byyyyyyyye
     
  8. Backdraft26

    Backdraft26 Registered

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    Hi, thanks for answer. I would like to work on a mod, but I can't prepare it for the mod dev. You understand?
     
  9. Tosch

    Tosch Registered

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