Christopher Elliott
Registered
Thanks for the suggestions. We will look at revising the guide a bit based on the feedback. 
Corrected that in the guide, thanks@Christopher Elliott: i don't understand, in the text you say to put DDS files in the "AstonMartin_Vantage_GT3_2019" folder, but in the picture they are placed in the "AMV_GT3_01"
thanks, but why I can't find mas files in the created folder?Corrected that in the guide, thanksThe folder is indeed 'AMV_GT3_01'
Can you help me? I creating mod for season and i have problem with new materials.
Before i pack MAS i dont have problem, but now:
I have folder with cars:
View attachment 20975
Veh file:
View attachment 20976
But i dont run new material:
View attachment 20977
View attachment 20978
Can you help me, where is mistake?
What happens if you hit the Refresh button when it is all white? I had a white car with an error when I initially opened the website. But one I hit refresh, it loaded fine.
Slight OT - Does putting a .veh file in that folder/.mas do anything? Does the game pull the GENString info from it? Driver name for AI cars?That would change a lot of things for me if that is the case.
You have exported the DDS with wireframe visible, wireframe must be invisible when exporting, what you see in photoshop/gimp/whatever is what you see in-game.something is wrong, i have this grid on the car now
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Did you click 'reload' once after you load your skin?thanks, but why I can't find mas files in the created folder?![]()
yes, it works now. but first time i apply "Chrome" to the black region in the carpainteditor i get this error. after i have to reload car in the showroom and it works. where i'm wrong?Did you click 'reload' once after you load your skin?
It's only the new gt3 cars at the moment.Will there be a list kept somewhere of which 397 cars are ready for this? I tried it on a McLaren M23 but apparently it isn't supported yet. I always liked to do silver or gold effects, and change reflectivity on decals, on rF1 paint schemes via Alpha channel. It's never been possible very well in rF2 until now, so this is cool. It's also a lot easier to set up than tweaking an Alpha channel to try to get the effects just right. Looking forward to trying it on cars I actually drive...
(I suppose instructions for modders to get their cars to be compatible with this system will be forthcoming as well...?)