Marc Collins- "the process to do it in rF2 is not well documented/standardized." What is missing?
Spaskis, so you want ISI to hire a bunch of people to make a tool that would probably cost a good chunk of change to make but offer it cheap? Im fairly sure that is not a very good business model with such a limited market. Problem is that tool already exist. I know there are plenty of other programs out there other than 3ds Max but the thing is, ISI only offers plugins for Max. I would expect it to be less hassle with only one set of plugins to update each build. rF1 still has content being released today with the current tools available. I don't understand why people can't do the same for rF2.
You are a great modder and have made great tutorials. Your knowledge about modding is so high and you are so much used to using existing tools, that you simply do not miss anything and find everything perfect. IMO you are so much inside the forest that you cannot see the trees. Please do not take it personally. It is just how I see it.
A dedicated tool as i understand it would be focused on:
- structured working: The UI, menus, would be built in accordance to the generally accepted procedure for track building. An intuitive-practical inteface is one of the most value adding features of any software.
- efficient working: typical and repetitive operations should have their own commands. Time consuming jobs should be addressed and automarized amap.
- material library: a proper tool for creating/editing materials where a good rendering on typical 3d shapes would be included.
- properly integrated scene rendering tool.
- aiw building module. 2d editing is very useful for non fast path items. Fast path should be better assesed and a proper smoothing adjustment based on an initial guess should be enough. Ingame AI learning features being developed should do the rest to adapt a general fast path to different mods. Blocking manouvers should not be necessary to be defined. if they know that to pass is good to use the inside saince rf1, they should knkw how to block as well.
Edit: I didn't have time before to properly conclude this post. Saying that there is no market for this type of tool is like saying that there is no market for rf2. Or that, or some people want that modding keeps on being a mysterious science where they can stay in the elite. Modding should and could be easier. Saying everything is perfect is not compatible with the average quality of non ISI content we have right now. The reason is because modding is very difficult to learn and time consuming. The main reason for this is ISI's historical lack of commitment with modders.
BTW, I would appreciate that you could post the links to the official documentation ISI has released where a newbie can learn all the basics first and all the advanced features later. If the answer is going to be that there are lots of tutorials please ignore this last sentence and let's move on... I already knew that but it is not useful. When I comment this with other modders they usually think pretty much the same. How come that only ISI and expert modders think opposite?
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