hi guys ive looked before posting but i havent found anything specific to this matter. i have converted one of my cars from rf1 to rf2 and i have it working in gmae, no reflection (not current concern) and tailights not working despite proper settings (also not main concern) My issue is i have a host of upgrades from bumpers fenders, rims,engines, turbos, suspensions, cockpits, gauges and other things but when selecting them in the game i get nothing. now some of the upgrades work, some dont, i have two cars converted over so far and one of them works with the 3d parts changing fine on spinner and on track, the other only some of them work can someone help me out? UpgradeType="Rims" { Instance="LFTIRE" Instance="RFTIRE" Instance="LRTIRE" Instance="RRTIRE" } UpgradeLevel="Work VSKF" { Description="" Price=-1 GEN=<LFTIRE>=180_vskf_lf.gmt GEN=<RFTIRE>=180_vskf_rf.gmt GEN=<LRTIRE>=180_vskf_lr.gmt GEN=<RRTIRE>=180_vskf_rr.gmt } UpgradeLevel="Work VSXX" { Description="" Price=-1 GEN=<LFTIRE>=WORK_VSXX_lf.gmt GEN=<RFTIRE>=WORK_VSXX_rf.gmt GEN=<LRTIRE>=WORK_VSXX_lr.gmt GEN=<RRTIRE>=WORK_VSXX_rr.gmt } UpgradeLevel="Cosmis VCP MN Purp S5R" { Description="" Price=-1 GEN=<LFTIRE>=s5r_mnp_lf.gmt GEN=<RFTIRE>=s5r_mnp_rf.gmt GEN=<LRTIRE>=s5r_mnp_lr.gmt GEN=<RRTIRE>=s5r_mnp_rr.gmt } UpgradeLevel="Cosmis VCP Solid White S5R" { Description="" Price=-1 GEN=<LFTIRE>=s5r_irir_lf.gmt GEN=<RFTIRE>=s5r_irir_rf.gmt GEN=<LRTIRE>=s5r_irir_lr.gmt GEN=<RRTIRE>=s5r_irir_rr.gmt } UpgradeLevel="Volk TE37" { Description="" Price=-1 GEN=<LFTIRE>=te_37_lf.gmt GEN=<RFTIRE>=te_37_rf.gmt GEN=<LRTIRE>=te_37_lr.gmt GEN=<RRTIRE>=te_37_rr.gmt } UpgradeLevel="Volk CE28N Black" { Description="Volk CE28N Black" Price=-1 GEN=<LFTIRE>=ce28n_blk_lf.gmt GEN=<RFTIRE>=ce28n_blk_rf.gmt GEN=<LRTIRE>=ce28n_blk_lr.gmt GEN=<RRTIRE>=ce28n_blk_rr.gmt } UpgradeLevel="Volk CE28N White" { Description="Volk CE28N White" Price=-1 GEN=<LFTIRE>=ce28n_wht_lf.gmt GEN=<RFTIRE>=ce28n_wht_rf.gmt GEN=<LRTIRE>=ce28n_wht_lr.gmt GEN=<RRTIRE>=ce28n_wht_rr.gmt } UpgradeLevel="Weld Alumistars Green" { Description="Weld Alumistars Green" Price=-1 GEN=<LFTIRE>=weld_alumistar_lf.gmt GEN=<RFTIRE>=weld_alumistar_rf.gmt GEN=<LRTIRE>=weld_alumistar_lr.gmt GEN=<RRTIRE>=weld_alumistar_rr.gmt } UpgradeLevel="Kranze Serberus" { Description="Kranze Serberus" Price=-1 GEN=<LFTIRE>=kranze_serberus_lf.gmt GEN=<RFTIRE>=kranze_serberus_rf.gmt GEN=<LRTIRE>=kranze_serberus_lr.gmt GEN=<RRTIRE>=kranze_serberus_rr.gmt } } UpgradeType="Front Wheel Track" { UpgradeLevel="Stock" { } UpgradeLevel="+15mm" { HDV=[SUSPENSION] HDV=FrontWheelTrack+=0.015 HDV= } UpgradeLevel="+30mm" { HDV=[SUSPENSION] HDV=FrontWheelTrack+=0.030 HDV= } UpgradeLevel="+50mm" { HDV=[SUSPENSION] HDV=FrontWheelTrack+=0.050 HDV= } UpgradeLevel="+75mm" { HDV=[SUSPENSION] HDV=FrontWheelTrack+=0.075 HDV= } UpgradeLevel="+100mm" { HDV=[SUSPENSION] HDV=FrontWheelTrack+=0.1 HDV= } } in this example all upgrades show up on the list but the rims when selcting them, they keep the first option checked but also selects thru the others so when getting on track it still only loads the first set and the spinner also doesnt reflect any change unlike the other car. on the other hand the wheeltrack upgrade works perfectly and ive even tried using the brackets in the same order after the stooc one from the owheeltrack to the rims and not working. also, using the upgrades as it is and commenting out the first set of rims will allow the second set to load up as stock so i know its not the gmt issue but i cant fgure it out
Please paste your GEN files with the instances LFTIRE,RFTIRE,LRTIRE and RRTIRE. Your upgrade script looks ok for me.
its not jsut the rims it sjust one of them that doesnt work and also i dont think this is the issue becasue there are also some non gen related ups that dont work as well i have this entire gen file working te same way in rf1 which i notice is mre or less proper //---------------------------------------- SearchPath=<VEHDIR> SearchPath=<VEHDIR>ILLEGALSTREET/Nissan 180SX 91/MAS/ SearchPath=<VEHDIR>ILLEGALSTREET/SHARED/ SearchPath=<VEHDIR>ILLEGALSTREET/SHARED_sp/ //-----MASFILES-------------------------- MASFile=cmaps.mas ReflectPlane=(0.0, -1.0, 0.0, 0.0) //---------------------------------------- Instance=SLOT<ID> { Moveable=True MeshFile=wccarbodywcwindow.gmt CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(0) Render=False MeshFile=nis_180sx_body.gmt CollTarget=false HATTarget=False LODIn=(0.0) LODOut=(50.0) ShadowReceiver=True Reflect=True Actor=VEHICLE Instance=BODY { Moveable=True MeshFile=180sx_91_taillight_lod0.gmt CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(500.00) ShadowCaster=(Dynamic, Solid, 512, 512) Reflect=False MeshFile=180sx_91_mirrors.gmt CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(500.0) ShadowCaster=(Dynamic, Solid, 512, 512) Reflect=False MeshFile=nis_180SX_INT_cp.gmt CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(500.0) ShadowCaster=(Dynamic, Solid, 512, 512) Reflect=False } <STARTUPGRADES> Instance=LFTIRE<UPNUMBER> { Moveable=True MeshFile=<LFTIRE> CollTarget=true HATTarget=False LODIn=(0.00) LODOut=(500.0) ShadowCaster=(Dynamic, Solid, 512, 512) Reflect=False MeshFile=180sx_91_disk_lf.gmt CollTarget=true HATTarget=False LODIn=(0.00) LODOut=(500.0) Reflect=False MeshFile=180sx_91_caliper_lf.gmt CollTarget=true HATTarget=False LODIn=(0.00) LODOut=(500.0) Reflect=False } Instance=RFTIRE<UPNUMBER> { Moveable=True MeshFile=<RFTIRE> CollTarget=true HATTarget=False LODIn=(0.00) LODOut=(500.0) ShadowCaster=(Dynamic, Solid, 512, 512) Reflect=False MeshFile=180sx_91_disk_rf.gmt CollTarget=true HATTarget=False LODIn=(0.00) LODOut=(500.0) Reflect=False MeshFile=180sx_91_caliper_rf.gmt CollTarget=true HATTarget=False LODIn=(0.00) LODOut=(500.0) Reflect=False } Instance=LRTIRE<UPNUMBER> { Moveable=True MeshFile=<LRTIRE> CollTarget=true HATTarget=False LODIn=(0.00) LODOut=(500.0) ShadowCaster=(Dynamic, Solid, 512, 512) Reflect=False MeshFile=180sx_91_disk_lr.gmt CollTarget=true HATTarget=False LODIn=(0.00) LODOut=(500.0) Reflect=False MeshFile=180sx_91_caliper_lr.gmt CollTarget=true HATTarget=False LODIn=(0.00) LODOut=(500.0) Reflect=False } Instance=RRTIRE<UPNUMBER> { Moveable=True MeshFile=<RRTIRE> CollTarget=true HATTarget=False LODIn=(0.00) LODOut=(500.0) ShadowCaster=(Dynamic, Solid, 512, 512) Reflect=False MeshFile=180sx_91_disk_rr.gmt CollTarget=true HATTarget=False LODIn=(0.00) LODOut=(500.0) Reflect=False MeshFile=180sx_91_caliper_rr.gmt CollTarget=true HATTarget=False LODIn=(0.00) LODOut=(500.0) Reflect=False } Instance=HOOD<UPNUMBER> //--Rear Bumper { Moveable=True MeshFile=<HOOD> CollTarget=false HATTarget=False LODIn=(0.0) LODOut=(500.0) Reflect=False } Instance=INTCLR<UPNUMBER> { Moveable=True MeshFile=<INTCLR> CollTarget=false HATTarget=False LODIn=(0.0) LODOut=(500.0) Reflect=False } Instance=DEBRIS1<UPNUMBER> //--Rear Bumper { Moveable=True MeshFile=<DEBRIS1> CollTarget=false HATTarget=False LODIn=(0.0) LODOut=(500.0) ShadowCaster=(Dynamic, Solid, 512, 512) Reflect=False } Instance=DEBRIS3<UPNUMBER> //--Front Bumper { Moveable=True MeshFile=<DEBRIS3> CollTarget=false HATTarget=False LODIn=(0.0) LODOut=(500.0) ShadowCaster=(Dynamic, Solid, 512, 512) Reflect=False } <SSKIRTSEXISTS> Instance=SSKIRTS<UPNUMBER> <SSKIRTSEXISTS> { <SSKIRTSEXISTS> Moveable=True <SSKIRTSEXISTS> MeshFile=<SSKIRTS> CollTarget=false HATTarget=False LODIn=(0.0) LODOut=(500.0) ShadowCaster=(Dynamic, Solid, 512, 512) Reflect=False <SSKIRTSEXISTS> } <DEBRIS2EXISTS> Instance=DEBRIS2<UPNUMBER> //--Rear Wing <DEBRIS2EXISTS> { <DEBRIS2EXISTS> Moveable=True <DEBRIS2EXISTS> MeshFile=<DEBRIS2> CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(500.0) ShadowCaster=(Dynamic, Solid, 512, 512) Reflect=False <DEBRIS2EXISTS> } <FFENDEXISTS> Instance=FFEND<UPNUMBER> //--Front Fender <FFENDEXISTS> { <FFENDEXISTS> Moveable=True <FFENDEXISTS> MeshFile=<FFEND> CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(500.0) ShadowCaster=(Dynamic, Solid, 512, 512) Reflect=False <FFENDEXISTS> } <RFENDEXISTS> Instance=RFEND<UPNUMBER> //--Rear Fender <RFENDEXISTS> { <RFENDEXISTS> Moveable=True <RFENDEXISTS> MeshFile=<RFEND> CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(500.0) ShadowCaster=(Dynamic, Solid, 512, 512) Reflect=False <RFENDEXISTS> } <ROOFWINGEXISTS> Instance=ROOFWING<UPNUMBER> //--Roof Wing <ROOFWINGEXISTS> { <ROOFWINGEXISTS> Moveable=True <ROOFWINGEXISTS> MeshFile=<ROOFWING> CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(500.0) Reflect=False <ROOFWINGEXISTS> } Instance=EXTIP<UPNUMBER> { Moveable=True MeshFile=<EXTIP> CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(500.0) Reflect=False } Instance=TLIGHT<UPNUMBER> { Moveable=True MeshFile=<TLIGHT> CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(500.0) Reflect=False } Instance=FSEAT<UPNUMBER> { Moveable=True MeshFile=<FSEAT> CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(500.0) Reflect=False } Instance=HLIGHT<UPNUMBER> { Moveable=True MeshFile=<HLIGHT> CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(500.0) Reflect=False } Instance=WHEEL<UPNUMBER> { Moveable=True MeshFile=<WHEEL> CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(500.0) Reflect=False } <RCAGEEXISTS> Instance=RCAGE<UPNUMBER> <RCAGEEXISTS> { <RCAGEEXISTS> Moveable=True <RCAGEEXISTS> MeshFile=<RCAGE> CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(500.0) Reflect=False <RCAGEEXISTS> } <GAUGESEXISTS> Instance=GAUGES<UPNUMBER> <GAUGESEXISTS> { <GAUGESEXISTS> Moveable=True <GAUGESEXISTS> MeshFile=<GAUGES> CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(500.0) Reflect=False <GAUGESEXISTS> } <STOPUPGRADES> }
Ok then I don't know what u will need <UPNUMBER> so u can remove it from gen. Also try a trace run into moddev to log what's happening with the mesh. Just add +trace=5 or +trace=1000 in the start up parameters (in the launcher), just to make sure it's not a SearchPath issue or related.
Also I don't know if your upgrade INI file is complete in your first post, if yes then check for proper opening and closing of {}, at least in your sample there are some missing near: Code: UpgradeType="Front Wheel Track"
funny thing is the wheel trck upgrade works its the rims tht dont and ill run trace but like i said its not jut gmt upgrades a few of the others aswell dont chane either like engine upgrade levels they hsve no gmt reference but still dont work
I would suggest to change this part: UpgradeType="Rims" { Instance="LFTIRE" Instance="RFTIRE" Instance="LRTIRE" Instance="RRTIRE" } UpgradeLevel="Work VSKF" into UpgradeType="Rims" Instance="LFTIRE" Instance="RFTIRE" Instance="LRTIRE" Instance="RRTIRE" { UpgradeLevel="Work VSKF"
Example of my upgrade part, ive done this yesterday so its tested to and ive used this in other cars before for other parts to: upgrade ini: UpgradeType="Dive planes" { Instance="DEBRIS9" Instance="DEBRIS10" UpgradeLevel="Dive planes style1" { GEN=<DEBRIS9>=_style1.gmt GEN=<DEBRIS10>=_style1.gmt } UpgradeLevel="Dive planes style2" { GEN=<DEBRIS9>=_style2.gmt GEN=<DEBRIS10>=_style2.gmt } } spinner gen: <STARTUPGRADES> Instance=DEBRIS9<UPNUMBER> { Moveable=True MeshFile=UPX1_LF_flap<DEBRIS9> CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(150.0) ShadowCaster=(Dynamic, Solid, 512, 512) Reflect=True } Instance=DEBRIS10<UPNUMBER> { Moveable=True MeshFile=UPX1_RF_flap<DEBRIS10> CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(150.0) ShadowCaster=(Dynamic, Solid, 512, 512) Reflect=True } <STOPUPGRADES> and normal gen: <STARTUPGRADES> Instance=DEBRIS9 { Moveable=True MeshFile=UPX1_LF_flap<DEBRIS9> CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(150.0) ShadowCaster=(True, Solid) } Instance=DEBRIS10 { Moveable=True MeshFile=UPX1_RF_flap<DEBRIS10> CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(150.0) ShadowCaster=(True, Solid) } <STOPUPGRADES>
The problem with the upgrade.ini-code in the first post is, that there is an unequal number of { and } clips and because of that, i wrote THIS. With that changing it should work as wanted.
The problem looks one too many brackets UpgradeType="Rims" { Instance="LFTIRE" Instance="RFTIRE" Instance="LRTIRE" Instance="RRTIRE" } Try this UpgradeType="Rims" { Instance="LFTIRE" Instance="RFTIRE" Instance="LRTIRE" Instance="RRTIRE"
so incase anyone was wondering i figured it out and it was something so simple it was the fact that the upgrades still had price in them and rf2 does not use price in the upgrades so it was causing an odd affect on the upgrades