Discussion in 'Modding' started by 88mphTim, Jan 9, 2012.
I have followed the workflow tutorial 3 times and have tried many other things/hacks but still I have nothing showing in the car spinner/showroom. There seems to be no possible way of affecting what I see in the ModDev screen.
Is it me, or is there something not right with the tutorial or software.
Tutorial and software is fine, I have followed it and gotten a few meshes in game now.
It must be me then?
The tutorial is simple enough to follow,
I have now done this 4 times, but can see nothing about 'test_car' in the mod dev screen.
The software does not seem aware of any changes I make.
Is there anybody who can fault test this?
Question from TGM +ttool tutorial, what does mean softer 'bristles'? Is it some or all parameters of "Realtime test parameters" section and if some, then which mainly does this point towards to?
Tool looks really great, lot of learning needed
A new and slightly more comprehensive version of the TGM guide will be available before the end of the month (hopefully sooner), for now, I'll say the bristles are the parts that are in contact with the road. Yes, it's talking about the line under [realtime] TemporaryBristleSpring=(, , ) // Lat/Vert/Long
Mainly with respect to the vertical one.
In theory this should be adjusted to require a similar load to produce a given vertical deflection as you see in realtime, as you see in the Quasistatic Testing section, albeit, a little bit softer in general. One more thing to note, every time you save a TGM in +ttool, it strips out the [realtime] section just something to remember before you test a tyre hot from ttool. Remember to constantly create backups.
Thank you, now I understand that sentence well
Also great news with comprehensive guide too, take your time to perfect it ;-)
Here what bug I have if just export tire from rf2_tutorial_tires.max, I just open it in Autodesk 3ds Max 2010 32-bit and export, nothing more.
And here what I have if I chanche material from Deformable Tire to Specular Map T1...
Nope, me too! I can create a rTrainer #3 with ease but can't see test_car at all, despite following the tutorial a load of different times.
Are we missing something? Do we need to import in game at all?
Hey Tim and isi whell any one for that matter would it be possible to put together a tut that walks through the steps after modeling. Ie setting up the piviot point and then getting it to work in game because I can't get my head around it
So, how to fix it, or it's beta-material bug?!
is it possible to have a file full engine.ini?
I would like to use the power demand and engine.ini is not complete ...
ENGINEBOOSTMOD = 1 (0 normal, 1 timelimited,2 time/lap, 3 kers, 4 other form)
ENGINEBOOSTTIMELIMITED = 60 (60 seconds)
ENGINEBOOSTPERLAP = 10 (10 seconds per lap)
other form as kers will by define in physic
Not work in rf2 ?
what is missing at this moment, in my point of view, to finish a "beta test mod" :
- max file : marshall example
- max file : 3d crowd spectators and "pitlane guys"
- tutorial : aiw editor
- max file : driver example
even if others things are needed too, i think this is the minimum we need to make a real test of modding in rf2 with new features.
We're working on putting together a collection of track examples. It should be available very soon.
Come on! How to fix Deformable Tire material bug?!
From your screen shot it looks like the fault of the texture. Try another?
It's ISI's texture, If I chancge material, bug is gone - so it's material problem.
Way to go, ISI.
BTW Tim, it's spelt "explanatory".
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