Modding Downloads

Discussion in 'Modding' started by 88mphTim, Jan 9, 2012.

  1. Banger

    Banger Registered

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    when can we added diffrent cars to the dev mode. rdtrainer is suitable for all tracks been created :D (bottoming out on some)
     
  2. wgeuze

    wgeuze Registered

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  3. Scott Beck

    Scott Beck Registered

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  4. JGraf

    JGraf Registered

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    see the mod in the list named "Racing School" with a NO in the installed column...
     
  5. Nimugp

    Nimugp Registered

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    and see the error that tells "Mod Installation Cancelled".
     
  6. JGraf

    JGraf Registered

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    yeah, oops'
    possibly a corrupt file, though the file size is correct, stranger things happen.
     
  7. Scott Beck

    Scott Beck Registered

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    Where is the LimeRock track?
     
  8. Nimugp

    Nimugp Registered

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    here: N41°55'51.57" - W73°23'29.56
    (60 White Hollow Road, Lakeville, CT 06039)


    Now if you want it to be on your PC as well, you'd have to download the Skip Barber mod, since it is included in there.....
     
  9. UnitedRacingDesign

    UnitedRacingDesign Registered

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    Tim, can you add details for the damage updates that were done with new build please
     
  10. Butters

    Butters Registered

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    Hi I am searching for some tutorials or any solid info regarding the car files. Are there any about? I had hoped this link http://isiforums.net/dl/Tutorial_complete_car_files.7z from the original post in this thread may of been to something but just went to some goppilly goop page for me.

    Any help would be greatly appreciated. Mainly looking into the .gen files and how to combine the functionality of different poly setting parts which are needed as upgrades e.g. rim upgrade which has a Max and Low version.

    Thanks in advance for any replies.
     
  11. Banger

    Banger Registered

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  12. matt1818

    matt1818 Registered

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    where do i find the mas2 utility tool ?
     
  13. MJP

    MJP Registered

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    In the Support\Tools folder.
     
  14. matt1818

    matt1818 Registered

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    ok found it thanks
     
  15. Hedlund_90

    Hedlund_90 Registered

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    I have a problem with gmotor material. When I start the Material editor in 3ds max 2012, a dialog shows that wants me to choose a map for shaders? This did not happen last I time went through this (6 months ago. I have a fresh install since then). I closed the windows because I didn't know what to do. When I choose "gmotormaterial" later, 3ds max crashes and says "gmotor startup error: no shaders loaded".

    I have the coreshaders.mas in 3ds max/hardwareshaders, and the Converter.dlu, Material.dlu,Texture.dlu in 3ds max/plugins.

    What have I done wrong?

    EDIT: solved it. had to choose moddev/shared as location.
     
    Last edited by a moderator: Mar 17, 2013
  16. Kickbox

    Kickbox Registered

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    How can i mod the engine from a car?
     
  17. benmttf

    benmttf Registered

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    I have the same problem (see my post #5 here: http://isiforums.net/f/showthread.php/11118-3DS-Max-shaders-problem

    Where did you choose the moddev/shared as location?

    I want to try this.
     
  18. zonder

    zonder Registered

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    Hi, i tried to follow car_modding_workflow.pdf, but my test car is not showing up actually should be called Ferrari_156_F1_1961 in my example, i changed all the referenced names in files and updated paths, but i found when document asks to change rtrainer to my own name in some files i have rtrainer and rter instances, should i swap rter for my name aswell? By default how many rtrainers is visible on fresh install of dev mode?
     
  19. Banger

    Banger Registered

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    dévmodé default=5 I think.

    try renaming rter them to see. make a backup first thou.
     
  20. Birddogg66

    Birddogg66 Registered

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    Tim I have had to do a full reinstall where I erased my rF2 documents folder as well. Upon trying to get everything reinstalled in regards to packages I am now getting loads of errors due to not having the right version of certain elements that you no longer list in the content lists. This has created a total mess of things and shows the drawbacks of your new mod management system and it's still early in the regards to number of mods out there and what is to come. I IMO think this style of system will ruin rF2 as a whole and I think you ISI should consider axing this system and going back to the old style of adding mods to the software. If it is too late for that I can see rF3 coming way sooner than expected because in time this system will not fly with even the most patient users.
    I think the only short term solution is to offer every version of a car track or mod package and do it in an orderly fashion because I am pretty fricken frustrated ATM with the whole thing.
     

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