I am trying to add my personal paint job to RF2 and wold like to create my own driver within the series? Example in the stock car mod there is no #68 Titan and I would like to create one. I have added my paint to an existing car file as an ALT but there has to be a better way? Thanks in advance.
Start sim single player. Go to car select. Select the car from a brand you want to replicate. Tuning. Create dir. Switch to alt. Click create. Enter info. Click back, look on list for your entry. Select it, click AI edit and adjust as wanted (higher usually better). This is pretty much what leagues and skinpack users should be using, but aren't really.
Trying ALL that... But the button for create is not clickable. lol In any series. Creates a folder in dir but and inserts an Alt paint scheme. But no player .
You then put your paints in the directory created but making sure it has the word "ALT" at the end of the filename.
I asked a related question in the tech section, but received no responses: Whenever I create a "new car/driver from current, it sometimes seems to be included for the current online server session. If I sign into a later session, on the same server, the option to select my newly created "new car/driver" is not available? I have wondered when using this function with cars like classic 1968 F2 & F3 whether one overrides the other or not, even with different driver names? Or, do online server resets dump the new cars? How exactly is this supposed to work to get consistency and not have to recreate "new car/driver" repeatedly. The created files are still visible in Windows explorer, but not in game under tuning for the applicable server. Appreciate any clarity anyone can provide? Cheers
If I recall correctly (don't have an install now so can't check) a server adds a few numbers to a skin-file-name and distributes that (your) skin to others. you should be able to see those files inside your skin folder. a change of skin on the server, and back, might trick the server in re-distributing it. A few builds ago this was an issue, not sure if they fixed it. But you could also package your skin into a .mas file which wont get messed with by a server:
If you want to paint cars in rF2 it helps to be a rocket scientist! I fancy painting too and have done many liveries for iRacing which is a simple and easy to use skinning method. This system used by rF2 is not user friendly and thus I rather hunt down liveries through internet... However if you are a masochist go here: https://www.rfactorcentral.com/skins/spraybooth.cfm or here http://rfactor.net/web/rf2/custom-car-skins/ Have fun!
Hello Thank you, it works. But why be forced to convert to mas? For visualized in the game to change the skin, it is not practical
For offline use, a .mas isn't needed: all files refer to the alt_body.dds For online use it's recomended to make .mas file from your files. Reasons: - The online skin transfer, transfers only 1 file. The .mas is 1 file and contains all other parts: rims, windows, wings, driver suit, gloves, etc... - If you only have 1 alt_body.dds and no other parts or driver suit. A .mas isn't needed. But if you do: your 5Mb .dds will be a 1Mb .mas file. It's beter for the server. Less to transfer via the server: Your admins and fellow drivers would be happy. Your 100% correct. - Create your .mas once your car is finished. - Create your "New driver" once your .mas is finished. Note: a very annoying thingy: your AI driver name needs to be unique. If you have Megane with AI driver name "KissCool" and a Clio with AI driver name "KissCool". Only 1 will show up in the car list. So give each car a unique AI driver name...