basic car component for new create car MOD?

Discussion in 'Car Modding' started by hstevefrancis, Aug 4, 2020.

  1. hstevefrancis

    hstevefrancis Registered

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    I am working a MX5ND car into rF2 if possible.
    not found any resource about basic components for car into rF2
    so I referred to another SpecMiata MOD to know at lease anything needed
    but the naming system is still confusing to me

    Currently I separated parts and categories

    1.external body parts: (there also goes high/low/med/max in certain part with*)
    blglo_ds, blglo_ps, hlglo_ds, hlglo_ps // for 4 quarter lights
    "name"_back_high* // back bumper
    "name"_body_conv_high* // main body (converted)
    "name"_body_high* // main body
    "name"_cage_high* // cage
    "name"_firewall // firewall
    "name"_front_high* // back bumper
    "name"_hlcover // light cover
    "name"_hood_high* // hood
    "name"_int // hardtop with conjunction with interior
    "name"_int_conv // conjunction with interior
    "name"_splitter // front splitter
    "name"_trunk_high* // trunk lid
    "name"_wipers_high* // wiper

    2.unsprung (position refer to lf, lr, rf, rr)
    "name"_caliper_"position" X4
    "name"_discglow_"position" X4
    "name"_rim_"position" X4
    "name"_rotor_"position" X4
    "name"_shock_"position" X4
    "name"_susp X1 (duplicated with shock object?)
    "name"_tire_"position" X4

    3.window
    "name"_windows_ext // all external windows
    "name"_windowsno // (also another 3 _no objects not knowing function)
    "name"_windshield
    "name"_wingowsno

    4.interior
    "name"_belt
    "name"_cpit // cockpit space
    "name"_dash_high* // dash and 3 pedals
    "name"_gauge_glass
    "name"_instrument_panel // gauge mapping
    "name"_instrument_panel_ext // what's the _ext mean for ?
    "name"_intbase // another base part of cockpit, any differ from cpit object?
    "name"_intparts_conv_high // converted version (intbase + cage and some component of junctions )
    "name"_roof
    "name"_roofno // another _no object
    "name"_introof
    "name"_introofno // another _no object
    "name"_mirror_c_ex
    "name"_mirror_c_in // those 3 mirror parts are confusing, what are they stand for?
    "name"_mirror_c_in_lod
    "name"_seat_high*
    "name"_swheel

    5.mirror
    "name"_mirror_l_ex // l & r
    "name"_mirror_l_in // l & r
    "name"_mirror_l_in_lod // l & r

    6.driver
    "name"_driver_spinner // open-arm position
    "name"_helmet // head in seated position

    7.other
    "name"_cables // decoration
    "name"_fext // fire extinguisher
    "name"_net // net on driver side
    "name"_net_bak // net on driver side, slight different
    track_map // decoration
    norainzone_"name" // no rain in render area
    "name"_collbody // for collision
    "name"_intno // another _no object

    the interior parts are most confusing, it's not clear about which part is essential for a normal car to run, which parts is just for visual effect
    and which components are essential for a basic car to go ?
    would it alter the physic calculation in other files?
    and what _ex, _in, _in_lod, _no, objects there for?
    the shifting stick was connected to intbase or intpart, which is OK by default?

    or is there any reference and naming system for beginners? thanks
     
  2. hstevefrancis

    hstevefrancis Registered

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    reply by my self, the detailed object naming could be found in this file:
    https://www.studio-397.com/wp-content/uploads/2016/12/rF2_car_modding_complete.pdf

    high/low/med/max is optional for optimizes render performance.
    the subtle _on objects may just mean nothing in this particular file
    suspension files duplication are for cockpit view and external car view
    _ex, _in -in_lod is for mirror , see the document.
    shifting stick and knob wont move, so it's ok to connect with other parts.
     

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