Say we have a mod called "testingmod_1.rfcmp" which is version 1.0 Inside of that we will have; mas1.mas mas2.mas mas3.mas Obviously inside of each of those is our files. Make any changes to the files, then put those files inside of new mas files, for upgrades I use the upgrade number to end it so for example mas1_11.mas Then go in and create a new mod (not rfmod, but rfcmp). Give it it's name, which I think should be the same as the original mod, select where you want to save it and call it for example testingmod_11.rfcmp Then you put the version in, so in this case 1.1 and select what it is e.g. vehicle. To the right of that it says upgrade from?, but in the original mod version, in our test case 1.0. Package it and click done. Now put in the update rfcmp to your packages and it should show as a update to the mod and click update. Note: You must use unique mas file names for updates otherwise you will not be able to create a rfmod for a server for the updated version.
Thanks for your reply. Is this possible for mods you didn't create? Say for example a way to update with a different car livery selection?
I don't see why not. I've not played with it much, truth be told I only started testing and building updates yesterday and took a little while to get it working as I was using .mas with the same name as the original mod (which works for singleplayer) but when creating a rfmod it gives an error.
Might I suggest you name the new mod something unique to you? It gets complicated and steps on the toes of the original modder if for instance you create a v1.1, and then later they update their mod to v1.1.
What if a texture pack patch needs created for a track (you didn't make)? What step by step process is this?
You need to include all the mas files in the rfcmp. Not only the one you have modified. I am considering that you are redefining mas files (mainataining original mas file names). Enviado desde mi GT-I9505 mediante Tapatalk
For example: I have these mas files from the original: I have updated a file and repacked into a mas file: I then want to make it a patch to the original track and I am struggling! So what do I do with this to make it work:
I have made a small tutorial with the example of updating the AIW file to improve AI fast path. I hope it helps you. (Uploading now)
I was wanting to do this as well but found it much easier to simply build a new vmod ..lol 1/4th the time and no file reworks ... but that's just me ... ;-)