[SOLVED] Help, go from DEVMODE to game

Discussion in 'Track Modding' started by Andrea1968, Mar 6, 2019.

  1. Andrea1968

    Andrea1968 Registered

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    Hi everyone, I need your help for one of the final steps.
    How to pack the structure of the DEVMODE folders (for paths) in order to be played in game Rfactor2.
    Thank you.
     
  2. Coutie

    Coutie Moderator

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    You could put everything into one folder, I don't think it really matters. But I separate like this:
    Untitled-1.jpg
    Anims = All animation files
    CWMaps = Cornerworker textures
    GMT = GMT's
    Main = Track icon and tdf
    Maps = All textures
    Others are layouts.
     
  3. Bernd

    Bernd Registered

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    I'm not sure if i understood your question.
    As @Coutie has said, it don't matters which files are packed in which or how many mas files.
    But you have to build a rfcmp file, to get it into the game.
    Watch this Video:
     
  4. Andrea1968

    Andrea1968 Registered

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    sorry guys maybe I did not explain well.
    I have this structure created for the devmode:
    Immagine1.jpg
    Immagine2.jpg
    Immagine3.jpg
    Immagine4.jpg


    in dev mode it's ok.
    now to be able to create a single file to install from the rfactor2 launcer, how should I do?

    Do I have to use gmotor2 mas utility?

    to create packages?

    if so how?

    what are the steps?

    sorry for my ignorance but with the mas utility I'm really at zero.
    It would be a big disappointment if after spending a lot of time learning how blender works for mapping, editor aiw and much more and not being able to use the track in game with all the mods of vehicles.
    please help me give me explanations step by step.
    thank you
     
  5. Coutie

    Coutie Moderator

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    https://forum.studio-397.com/index.php?threads/a-packaging-overview-tutorial-video.28113/
     
  6. Bernd

    Bernd Registered

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    It's all explained in the video that i have linked above and that also is linked in the thread that @Coutie has linked.
    Didn't you watch it?
     
  7. Andrea1968

    Andrea1968 Registered

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    YES, YES, YES, it works, I got the .rfcmp file.
    the nice thing is that from the project in 640 MB dev has been compressed to about 240 MB. now I can finally drive a formula E in my fantasy city layout, the real road mapped with blender works great and after about 10 laps the traces of rubber at the edges are noticeable.
    thanks again for your advice now it's just a question of fantasy
     
    Bernd likes this.
  8. roberteker

    roberteker Registered

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    Maybe I missed it, but where do the .scn and .gdb files go? I didn't see them get packed into a .mas in that video...

    Also, the video seems a bit outdated, because I do not have the "create component" button in my Mas File Utility.

    EDIT: Found an up to date video...

     
    Last edited: Jun 5, 2019
  9. roberteker

    roberteker Registered

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    Something is missing still, because although I've pacakged a .rfcmp file, and managed to select it in the menu (without the icon showing, btw), the game only loads 75% before it quits.

    EDIT: The thing that was missing is that you need to use the dev mode in-game menu to set pit and start locations, and perhaps drive a lap as well. Then package the resulting .aiw file to a .mas and include it in the .rfcmp, and then you can get the track into the game!
     
    Last edited: Jun 5, 2019

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