TrackLivery= not working

Discussion in 'Car Modding' started by EMY, May 18, 2019.

  1. EMY

    EMY Registered

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    // DefaultLivery="PREFIX" // PREFIX is the base texture map name, assumed to be BMP unless specified
    // PitCrewLivery="PREFIX" // This is only needed if it differs from the default livery PREFIX
    // TrackLivery="TRACK, PREFIX" // TRACK is the track name as defined in the event GDB
    // TrackLivery="TRACK, PREFIX" // For example, "2001_Monza"
    // TrackLivery="TRACK, PREFIX" // You can have an infinite # of these lines

    Sorry guys but this option is still valid.
    Until recently everything worked fine after the last update no longer goes.
    I've done a lot of work to have the right liveries for every GP and now they don't work anymore.
    Maybe wrong path but I do not understand why if up until now it was now instead not.


    Mysteries of RFACTOR ....

    If anyone can help me.

    Thank you

    Emy
     
  2. Coutie

    Coutie Moderator

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    I tried as well and I couldn't get it to work either, but I've never done it before so I could be doing it wrong.
     
  3. EMY

    EMY Registered

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    Sorry ISI but how can I go about having a dedicated livery for each gp and calling it in for AI too.

    Being able to do everything you did in the .veh file?

    Like in the example above?

    Can you explain the exact path to follow in order to have the desired effect?

    Maybe I'm wrong?
     
  4. EMY

    EMY Registered

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    news?
     
  5. buzz hornet

    buzz hornet Registered

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    I also can't get it to work - find you I have never had it work in RF2 but did have it working in RF1.
    I did stumble across this for an older RF2 F1 Mod:
    DefaultLivery="Martini90A"
    //TrackLivery="track name, skinname" //Round One
    //
    // The first section defines what maps to load for the new vehicle skinning
    // technology. The first line defines a "prefix" to be used for all generic maps.
    // Currently, generic maps are used for the livery, wing, driver, driver arms,
    // driver helmet, and pit crew. The second line will replace the default livery
    // with the new specified, for the track specified. The format is as follows:
    //
    // DefaultLivery="PREFIX" // PREFIX is the base texture map name, assumed to be BMP unless specified
    // PitCrewLivery="PREFIX" // This is only needed if it differs from the default livery PREFIX
    // TrackLivery="TRACK, PREFIX" // TRACK is the track name as defined in the event GDB
    // TrackLivery="TRACK, PREFIX" // For example, "2001_Monza"
    // TrackLivery="TRACK, PREFIX" // You can have an infinite # of these lines
    //
    //
    // For the 1990 Singles Mod to use track specific liveries remove the first two forward slashes "//" for
    // which you have a livery. For example if you have a livery specific to Pheonix, the line should look
    // like: TrackLivery="Phoenix 1990, Martini90a" This tells F1C to use the liveries wildcarded as Martini90A.
    //
    // For the liveries provided with this mod, ensure that the line "TrackName =" in the track's GDB file is
    // the same as the name typed below. For example: if the track being used is the US Grand Prix at Phoenix,
    // ensure that the line "TrackName = Phoenix 1990" is used in the track GDB file. This line is usually the sixth
    // line from the top in the GDB file. Do not use commas in the track name, remember it the track's name,
    // not it's location.

    Has anybody tried with the above system and working post update?
    PitCrewLivery="Minardi90A"
    //TrackLivery="Phoenix 1990, Martini90A" //Round One
    //TrackLivery="Interlagos 1990, Martini90A" //Round Two
    TrackLivery="Imola 1990, Martini90B" //Round Three
    //TrackLivery="Monaco 1990, Martini90A" //Round Four
    //TrackLivery="Gilles Villeneuve 1990, Martini90A" //Round Five
    //TrackLivery="Hermanos Rodriguez 1990, Martini90A" //Round Six
    //TrackLivery="Paul Ricard 1990, Martini90A" //Round Seven
    //TrackLivery="Silverstone 1990, Martini90A" //Round Eight
    //TrackLivery="Hockenheim 1990, Martini90A" //Round Nine
    TrackLivery="Hungaroring 1990, Martini90E" //Round Ten
    TrackLivery="Spa Francorchamps 1990, Martini90E" //Round Eleven
    //TrackLivery="Monza 1990, Martini90A" //Round Twelve
    TrackLivery="Estoril 1990, Martini90D" //Round Thirteen
    TrackLivery="Jerez 1990, Martini90C" //Round Fourteen
    TrackLivery="Suzuka 1990, Martini90F" //Round Fifteen
    TrackLivery="Adelaide Street 1990, Martini90F" //Round Sixteen

    In the example above, because the DefaultLivery was identified as "Martini90A", then the default textures that the game looked for would have been Martini90ACARBODY, Martini90AWING, Martini90ADRIVER, Martini90AARMS, Martini90AHELMET, Martini90APITBODY. But of course, this works when the mesh/object was properly texture mapped to the appropriate wildcard (WC) texture. In this case Martini's helmet would be have to be mapped to the WCHELMET texture.

    But in my example, because I identified some track specific liveries such as TrackLivery="Imola, Martini90B" when I would load the Imola circuit the game would then look for all the wildcard textures that began with Martini90B as the wildcard (WC) replacement. If it didn't find any with the Martini90B prefix, then it would simply use the default texture prefix which is Martini90A.

    I'm keen to know if this ever worked in RF2?
     
  6. woochoo

    woochoo Registered

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    I've had this working in the Howston '67 Endurance mod. At least until shortly after the 397 Sebring release. I don't know if it still works.
    If you select Car 1 and run it at 397's Sebring (any layout) it should be a yellow livery. Otherwise and anywhere else it should be red (except VLM's Sebring where it should also be yellow).
     
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  7. buzz hornet

    buzz hornet Registered

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    Excellent - can you share your .veh please?
     
  8. woochoo

    woochoo Registered

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    sure
    Code:
    DefaultLivery="HG4_1967Endur_01.DDS"
    //Studio397
    TrackLivery="Sebring -- 12 Hour Road Course, HG4_1967Endur_01Yel.DDS"
    TrackLivery="Sebring -- Full Layout, HG4_1967Endur_01Yel.DDS"
    TrackLivery="Sebring -- Johnson Club, HG4_1967Endur_01Yel.DDS"
    TrackLivery="Sebring -- School, HG4_1967Endur_01Yel.DDS"
    //VLM
    TrackLivery="12h Course, HG4_1967Endur_01Yel.DDS"
    TrackLivery="12h Course League Edition, HG4_1967Endur_01Yel.DDS"
    TrackLivery="Club Course, HG4_1967Endur_01Yel.DDS"
    TrackLivery="Modified Course, HG4_1967Endur_01Yel.DDS"
    
     
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  9. buzz hornet

    buzz hornet Registered

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    Cheers mate - so after the Sebring update it stopped working? Have you tried with any other tracks?
    I know the track name in the GDB needs to be the same in the VEH
     
  10. Lazza

    Lazza Registered

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    No, he said it was still working shortly after Sebring was released, he doesn't know after that.
     
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  11. buzz hornet

    buzz hornet Registered

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    So it seems like one of the more recent updates broke it.
     
  12. Lazza

    Lazza Registered

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    For the sake of confirming, I've download woochoo's 1967 mod and tried it at Sebring, car stayed red.
     
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  13. woochoo

    woochoo Registered

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    sad face
    yeah, the first and last time i tried it was soon after the Sebring release. It does indeed seem something has changed some time after that
     
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  14. buzz hornet

    buzz hornet Registered

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    Hopefully a simple fix as it used to work. Hopefully dev can fix in a future release.
    @Marcel Offermans
     
    Last edited: Nov 20, 2019

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