Package rfactor 2 track rfcmp4/17/2024 ![]() ![]() 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. RFMOD files are can be sort of a container for your components but their main purpose is to install a series.A component consists of your actual files stored in those MAS files. RFCMP files are the so called components.MAS files are some sort of archive where you put your actual files (textures, models, physics etc) in.Talking about components and mod packagesīefore we get into details how to package your stuff we should talk about the structure in the new packaging system. This tutorial was written for rFactor2 build 60-90, newer builds may behave different and have different processes. We will write another tutorial on this topic later. This tutorial is a how-to mainly aimed for car mods! It does not cover the topics of updating an existing mod. So Stefan Triefellner sat down to summarize his experience. The packaging topic is still very much debated in Modding circles and we figured the available tutorials are not a good point to start. The Packaging is a new feature of rFactor enabling modders to deliver Mods as complete closed packages, that enforce untempered multiplayer racing. Next in our series of tutorials for Modding is the topic of packaging for rFactor2. Alexander Curtis on IFM 2009: Before and after….(CTDP)Dahie on IFM 2009: Before and after….(CTDP)Dahie on rfDynHUD avaliable at github.This is the latest developments we want to share with you and so we suggest not to republish every bit in your blog or news. Most of this is not meant as public promotion material. We also like to share some of our experiences we made in the past years of modding. We show our latest work in progress and Making Ofs. In this blog we present the recent progress on our current projects. ![]()
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