Caio Fonseca
Registered
Hello everybody. I would like to know if it is possible or if you have already had the idea of creating a plugin to change skins in RF2, as was done in RF1.
@3377 I guess that @Caio Fonseca is talking about the Skins, that were loaded for different Tracks with the TrackLivery= Entries in the *.veh File in rFactor 1 and that isn't working in rFactor 2 anymore.
I did it but it takes time...I created materials that recall the same material of the car body.
For example.
File body.gmt--->mat:WILLIAMS00_CARBODY
Recall file.gmt--->mat:WILLIAMS00_CARBODY
In the recall file under the entry mat:WILLIAMS00_CARBODY I associated a .dds file
Example: DHill_00_FW15CEARLY.gmt-->texture DHill_00_FW15CDEFAULT.dds--> mat:WILLIAMS00_CARBODY
In the .gen file I put:
MeshFile=<Texture> CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(765.0) Shadowcaster=(True, solid) ShadowReceiver=True Reflect=True
MeshFile=Williams00_BODY_A.GMT CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(765.0) Shadowcaster=(True, solid) ShadowReceiver=True Reflect=True
MeshFile=Williams_Cinture.GMT CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(65.0) Shadowcaster=(True, solid) ShadowReceiver=True Reflect=True
MeshFile=form_coll.gmt Render=False CollTarget=True HATTarget=False LODIn=(0) LODOut=(200) MeshFile=FISIR2012_undershadows.gmt CollTarget=False HATTarget=False AmbientObject=(True,Texture)
In the upgrades.ini file the entry becomes:
GEN=<Texture>=DHill_00_FW15CEARLY.gmt
GEN=<Rwinga>=Williams00_rear_wing_a.gmt
GEN=<Fwinga>=Williams00_front_wing_a.gmt
GEN=<Helmet>=Williams00_Helmet_a.gmt
It's a bit complicated but it works. I don't like it in the spinner.gen file
That, at least for me, is the deciding Point......but I dont think many modder would be happy to set it up
That, at least for me, is the deciding Point.
That only produces a lot of unnecessary Meshes.
The Feature in rF1, with the TrackLivery= Entries in the *.veh File, was a good working one.
And i think, it could also work in rF2 again.
With some additional Code, of course.![]()
The best Thing in rF1 was, that it worked automatically, when the defined/listed Track was used.I totally agree @redapg !
It's only a bypass solution while the "rf1 style" method is broken
There is also a derived way of duplicating .veh files and setting opponents in filters. But it creates multiple times the same car :/ one per different livery....
In the end the absolute best solution is to make the rf1 method work again with a plugin
However my programming skills is not good enough for this. I tried to look in the log in dev mod, to me i did not see something interesting that could help us to set up the plugin
@DanRZ Because the Thread Opener did say "to change skins in RF2, as was done in RF1", i'm pretty sure, that he wants to get the automatted Function back, where Skins were selected by Track, with the TrackLivery= Entries in the *.veh File.
No Upgrades, no Skinpacks, no...., just a few Lines in the *.veh File and the necessary Skin Files, packaged in the Component already.
You should be able to do that, with the above described Way to use additional Meshes, that use the different Skins and other necessary Skin Files, in Combination with a TRACKCONFIGBASE.INI File for the Mod.In official content, an upgrade is made that is locked with some settings (LeMans for GTE cars). Is it possible to create an upgrade file where a specific skin is loaded with a certain track?
UpgradeType="Skin"
{
UpgradeLevel="Skin A"
{
VEH=DefaultLivery="alt50a.dds"
VEH=MaterialOverride="alt50a.json"
}
UpgradeLevel="Skin B"
{
VEH=DefaultLivery="alt50b.dds"
VEH=MaterialOverride="alt50b.json"
}
}
Shortly said: No.....Is there a way to create an upgrade in the Upgrades.ini file where I define which skin to use?...