There you’ll be saving your MAS, component and mod package files. Copy the MAS2.exe (from “rFactor Data/Tools” directory) and ModMgr.exe (from “rFactor/Core” directory) files into that folder for easy access and you will need this later.Ĭreate three subfolders called MAS, PACKAGES and COMPONENTS (again, you can choose names freely). Maybe D:\ModPackage or whatever – just DO NOT create this folder within the “rFactor2 Data”-folder as this may cause problems with the manifest-files. Best would be not to put it into your rF2 folder □ When your mod development hits the stage where you think it should be packaged create a new working directory for the packaging. Note that your sound component needs to have the same name as the directory your sound files are stored in. The rest (physics, cam files, gen etc.) lies withing the root of the IFM2009 folder.įor the sounds I like to name the folder different than the folder in the Vehicles directory. Therein we have two other folders: the maps-folder where we put all our models and textures and the teams-folder were we put our *.veh files and driver specific textures. For the IFM mod we put our stuff into a folder named IFM2009. When you start to put your files for testing into your ModDev folder be sure to create appropriate folders for your files. Maybe one day different modders have done so many cars and track components that the community just has to create a small mod file to recreate a specific series by just refering to those existing components. This is pretty useful if there are modders out there who don’t want to do a complete series but like one specific car. But we will drive on tracks that are already available like Mills, so we don’t have to include them and only have to refer to those components in our mod package. In our case there aren’t any sound and vehicle components available so we have to include them. So when we want to create a series, we create a mod package and just refer to the components we need. So if that would already exist we could just use that component with our car. For example the IFM has a Honda K20A engine. That makes sense as there are some cars out there that share the same engine so you could reuse an existing sound package. For example if you make a car you have the actual vehicle component which defines graphics and physics and components for sounds and talent files. It’s pretty much the same with rF2 but they divide the components more. So different championships (mods) just have to refer on the cars and tracks needed. These championships just need to define which cars are allowed and on what tracks you’re racing. Mods are the championships that the single player career offers you. In their case components are the cars and tracks that you can drive. You could say they use a similar concept. You may still ask: what is a component and a mod anyway? Look at games like Forza Motorsport and Gran Turismo. You can actually just refer to the components you want to use in yout series. You don’t have to put components into it.
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