Apex Modding GT3 - 2012 (v1.09 )

Discussion in 'Vehicles' started by yoss, Jan 25, 2014.

  1. yoss

    yoss Registered

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  2. yoss

    yoss Registered

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  3. Aceking

    Aceking Registered

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    First of all thankyou for your awesome mod. I have a problem with the fuel mixture setting not available in any of the cars and i have this exact same issue in the Simtek GT3 World Series too! Anyone here know what could be causing this issue and how to resolve it? Thanks in advance for your help!
     
  4. Juergen-BY

    Juergen-BY Registered

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    Did you assigned the needed buttons?
     
  5. Aceking

    Aceking Registered

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    When i go into my garage then proceed to my general tab you should see a "engine mixture" adjustment under the engine category but i see no "engine mixture" setting to adjust. I uninstalled this mod and completely reinstalled it from the steam workshop but this "engine mixture" is not even present.
     
  6. yoss

    yoss Registered

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    use s397 interface , don't use any other one , they don't have updated ui with engine mixture support
    [​IMG]
     
    Last edited: Apr 4, 2017
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  7. AceLain

    AceLain Registered

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    what Yoss is saying, Engine mixture is a new thing so the old user interface from 3rd party don't have it
    Even ISI UI did not had it. It really came in the last build.
    You can also bind a button (no 3rd party UI too) in the control to change it in car.
     
  8. Nitrometh

    Nitrometh Registered

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    Just saw the screenshot on your fb page yoss. The car list looks very very good. So are there no further updates until the mod will be sold at the end of the year, or are you going to update the existing cars?
    Cheers
     
  9. Aceking

    Aceking Registered

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    Thank you Yoss and AceLain, your info fixed it. :)
     
  10. sg333

    sg333 Registered

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    I just saw this list, wow! Can't wait! :)
     
  11. lukilord1

    lukilord1 Registered

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    Can't find it, can you hand over a link?
     
  12. yoss

    yoss Registered

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  13. Sebastien Sestacq

    Sebastien Sestacq Registered

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    Callaway!!!, GTR, Gallardo ;) OMG 7 new cars!!
     
  14. Nitrometh

    Nitrometh Registered

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    By the way....is Tosch still onboard? Haven't seen him since last year.
    Cheers
     
  15. yoss

    yoss Registered

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    Oups missing this ask
    One year ago Tosch may be find a other field to show his skill .no news from him , but he is still connected sometime on skype .unfortunaly he never answer mp or direct chat.
    Oldseb : yes we have a more larg gt3 field now, included licensed car .
    Unfortunaly we are all involved in different work , no time left for our own rf2 modding from now.
     
    Last edited: Jun 22, 2017
  16. SRGP

    SRGP Registered

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    The front and tail lights seem to not be working on DX11. They are replaced by a kind of rectagle (like here, jump @ 17:00).
    Will you have the time to update to correct this ?
     
  17. yoss

    yoss Registered

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    Dx11 is just a beta for the moment but yes
     
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  18. yoss

    yoss Registered

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    light flare problem debugged on dev mod , we need to look on normal mod now , on night and day

    before in normal mod
    [​IMG]

    after in dev mod
    [​IMG]
    the old system we use on the gt3 mod can work in dx11normal mod
    [​IMG]
     
    Last edited: May 3, 2017
    BadBitDino, Max Dralle, sg333 and 2 others like this.
  19. SRGP

    SRGP Registered

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    Good !
    If you need man power to make tests, let me know ;)
     
  20. Marcel Offermans

    Marcel Offermans Registered

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    Just to be clear, the old headlight shader that has a fake flare effect is not the way we recommend modders to update their content for the new DX11 engine. Please check out our guide (https://www.studio-397.com/guidelines-for-artists/) for instructions on how to remove this shader and replacing it with proper lights that will be rendered beautifully by our post effects code.

    Of course everybody is free to do what they want with their own mod, but we do want to encourage people to produce more consistent content by using shaders and material settings we recommend.
     

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