I would really like to see ISI purchased the source code for Bob's Track Builder. That would add immensly towards track creation for rFactor 2.
I would really like to see ISI purchased the source code for Bob's Track Builder. That would add immensly towards track creation for rFactor 2.
Am I correct in reading above that rF mods wont necessarily work with rF2?
- Naming and materials. I guess we'll still have the same materials wildcard system that we got in rF1 (WCCARBODY, WCWINDOW, WCEXTRA0, etc) but with increased options. That would make rF1 models compatible in rF2 but to take advantage of the new features the modders would need to spend some time editing the materials. Things like having more customized textures (WCEXTRAx), customized warning lights for different cars in the same mod (now some of them are limited), etc. are very needed and will be probably implemented in rF2 (or i hope so).
- Physics files. Probably will be the same and even totally compatible with rF2. But for sure there're new parameters available and/or some of the former ones are processed on a different way so may need to be readjusted.
- Sound files. Probably won't change that much, apart of a few new parameters to have a better control of sounds.
- .Gen and Damage files. Again, will be probably similar but hopefully will get more detachable objects and more parameters.
Are all upcoming Mods, Tracks^^ etc. in rF2 for free, or do we have to pay 10Euro per Track then and will rF2 beeing "Rent A Game" Concept?
Holger