No, that's exactly what should be avoided. I am advocating that there should be a single trunk package, which the mods branch from, not forest full of installers. I am certainly offering to contribute to said package, and have contacted Autoprophet (and of course, JDougNY).OK, so are you offering to provide a stand-alone package that's an alternative to Autoprophets'? So far my needs have been limited to introducing new cars into the game so everything that expands on Autoprophets' package is a bonus.
by "rebuild" you mean convert? From s2u to pcars I take it?Yesterday I tried to rebuild a car. After I selected it in the game there is kind a "freeze" - showing the clock loading stuck for couple of moments until the game just crashes... Did anyone can tell me what's wrong with it?
You need to hex-edit all your body mebs (body, bonnet, boot, chassis, etc.). Compare your car's body mebs to corresponding mebs in pcars. Make sure they have the same number of channels (vertex parameters). For example:I need help , I managed to put SHIFT2 cars CARS project , but I have a big problem with MEB files, especially for the car body . BMT_PAINT , and have noticed that you contributed to the nissan r35 body has physical rain . so good I even managed to successfully put the TS020 1998 to play my favorite car by changing certain parameter .
most likely your car doesn't have 0.3.3. and 1.3.4. For 0.3.3 copy 4.6.0, paste it after 1.3.2 and fillit with 00.00000028-0000002B 09000000=09 number of vertex parameters
0000002C-0000002F 08000000=08 number of materials
00000058-00000063 020000000000000000000000=2,0,0 vertex positions
00016DEC-00016DF7 040000000600000000000000=4,6,0 vertex colors
0001E7D0-0001E7DB 020000000200000000000000=2,2,0 vertex normals
00035564-0003556F 020000000400000000000000=2,4,0 vertex normals
0004C2F8-0004C303 020000000500000000000000=2,5,0 vertex normals
0006308C-00063097 010000000300000000000000=1,3,0 vertex uv #0
00072448-00072453 010000000300000002000000=1,3,2 vertex uv #2 (for livery and rain drops)
00081804-0008180F 000000000300000003000000=0,3,3 damage: follows uv #2, always zero bytes, the same length as vertex colors
000891E8-000891F3 010000000300000004000000=1,3,4 vertex uv #4 (for wiper mask)
by "rebuild" you mean convert? From s2u to pcars I take it?
These things cause the game to crash:
1. some s2u bmt (especially ones with glass and windscreen)
2. lack of physics files or badly named/edited physics files
your .crd entry for physics needs to point to vdfm. Then in your vdfm you give the name for most other physics files (chassis, gears, etc.). All those files need to have the same name as the one you defined inside the vdfm.
You need do add entries for the tires of your car in files inside tyres and tire folders.
Hi Reiche, dunno if you follow the official forums, but I've got a Custom Liveries tool that is tested and very close to release. It doesn't source out the stock liveries, but still allows for new ones to either take their place or be added, and an easy distributable package to be assembled for league use or a addon mod.What I had in mind was quite similar to what I did with doc at the F1 season 1991 mod, but sourcing out all stock liveries to an external folder.. Plus changing rcf's to actually add new liveries.. I still have to figure out how to apply this with the mod injection tool, still a long way to go, but having the liveries decoded is IMO a big step forward to add new liveries without compromises (see the McLaren mod: at first low res liveries from Vehicle_XL_livery were used and now replaced with the files from HRLiveries).
I don't know if I'll reach a stage for some "smooth" release, but I love to figure it out at least for myself