svictor
Registered
It's not difficult, you just need to prepare a few files, and edit some values.
1. VEH file, you can get a copy of VEH from one of the team mas file. Here is an example, red arrows point out important values:
You can get genstring value from showroom description, where Chief has written every part's corresponding genstring value. You also need to know the order of genstring, which can be found from mod's GEN file. For this mod, the orders are:
1. carbody
2. engine
3. windscreen
4. sidepods
5. front wing
6. rear wing
7. airbox
8. mirror
9. helmet
Next, you need name VEH, dds, json and other skin related files (such as icon, driver skin, windscreen texture, etc) with correct names. Something like this:
Last, put those file inside team folder, and it should work in DEV mode (or properly packaging with MAS2 for use in normal game). Repeat for other cars.
1. VEH file, you can get a copy of VEH from one of the team mas file. Here is an example, red arrows point out important values:
You can get genstring value from showroom description, where Chief has written every part's corresponding genstring value. You also need to know the order of genstring, which can be found from mod's GEN file. For this mod, the orders are:
1. carbody
2. engine
3. windscreen
4. sidepods
5. front wing
6. rear wing
7. airbox
8. mirror
9. helmet
Next, you need name VEH, dds, json and other skin related files (such as icon, driver skin, windscreen texture, etc) with correct names. Something like this:
Last, put those file inside team folder, and it should work in DEV mode (or properly packaging with MAS2 for use in normal game). Repeat for other cars.