Discussion in 'Vehicles' started by juanarg70, Feb 10, 2021.
Sorry guys.. I couldn't hold myself. One car for now
I'm absolutely no Expert with the Sounds, but i remember, that the last Value of an Entry
EngRPMPowerInside=(0, 1.0, 2800.0, 2000.0)
which is the one that is explained as "natural RPM at which sample was recorded", has an Influence on how the Sound gets played.
Play around with these Values, by raising or lowering them.
I guess that could help to improve the Sound maybe.
New car added!
I tried playing with natural rpm but its tough to get it right. Its going to be a long trial and error. Check if the car runs ok.
Another one!! One to go
Now we have to wait for @GeraArg to make the skins
Could you post the templates and the years this mod represents?
The year.. is modern days. So I guess its every year from 2014 to infinite.
Wait guys.. I just realized that car2 and car4.. dont have rear windows blocked (like part of the chassis). I have to rebuild them. give a couple of hours before making skins.
Thank you very much for your effort and for your struggle to bring this great mod to the community.
Thank you Corti! I have to wait for the guy who model the cars to block rear windows. Poor soul.. I must be driving him crazy. Pray for his soul hahaha. I hope he dont kill me in a couple of days when I say to him: Now.. the historic car models.. Car1 and car3 are finished if you want play with skins.
Guys.. Im getting into optimizing the cars. 10 cars sessions starts showing lag. I thought of stripping car body panels to build a car_dody_low. Currently I use max dissenter tires and rims. Maybe I switch to Med and low versions. The stripped car body_low.. weights half the original. What you think
Massive improvement with the car_body_low and using Med/low tires/rims. I also adjusted a few more objects LOD in/out. Tested it with 20 cars session in sebring. You would see the body_low LOD in really far on a long straight. Maybe this LOD in, could be set to a greater value but I think this misses the point. I thought of keeping the floor but its a heavy sucker.. a solidified object of almost 2000 kb. Maybe in the future we'll get a lighter one. The mod is updated in workshop. Cheers
Tomorrow night I Will update car2 and car4.. to have blocked rear Windows. I Also figure out how to solve the floor in car_body_low to avoid distant oddities. Will take the solidified floor, manualy unsolidify it.. and delete faces to just keep the rear end. Cheers
There you have it guys. Better car_body_low to avoid oddities and blocked rear windows for car2 and car4. The mod is already updated in workshop. I attach the new templates.. apparently @GeraArg is a married man and we need to be really patient for the skins
LODs were taken to the extreme in a quest to allow many cars per session. Cheers
Can anyone try to put together a server? I tried it but fail. When installing with ModMgr the installation failed with the message ? unable to verify content¨ I managed to verify a mod with only one brand and one track.. but when launching rf2-dedicated.. rf2 wont recognize the mod installed and the following message shows: ¨Rf2-dedicated needs at least one mod installed¨ In the past I put together servers with no problems.. I dont know whats going on.
You have to create a rfmod with the MAS2.exe, including the car and the track. And install it in your rF2 server.
Did that also.. But didn't work. In the past I never used modmgr. Just this time because mas2.exe wasn't working for me.
The message says that you don't have any mod installed, then something went wrong.
Check if it's properly installed with ModMgr.exe, and look if the paths are correct.
Mod runs ok installed vía mas2 and modmgr (when unchecking verify install). Ingame Menu shows installed.. But nothing. I Also try moving modmgr and más to root menú. Saw a thread on that. But nothing seems to work. At night I keep trying. Regards
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