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  Click here to go to the first staff post in this thread.   Thread: Modding Downloads

  1. #61
    Tamas Pongracz's Avatar

     PC Specification 

    Newer Member
    Jun 2011
    Location
    London, Croydon, UK
    Quote Originally Posted by Radar View Post
    Do you have or will have for us a Loading Screen template (minor thing sure, but would be nice).
    +1

  2. #62
    websta's Avatar

     rFactor 2 Validated PC Specification 

    Registered
    Jan 2012
    Location
    UK
    I have followed the workflow tutorial 3 times and have tried many other things/hacks but still I have nothing showing in the car spinner/showroom. There seems to be no possible way of affecting what I see in the ModDev screen.
    Is it me, or is there something not right with the tutorial or software.

  3. #63
    D1Racer's Avatar

     rFactor 2 Validated PC Specification 

    Registered
    Jan 2012
    Location
    New Zealand
    Tutorial and software is fine, I have followed it and gotten a few meshes in game now.

  4. #64
    websta's Avatar

     rFactor 2 Validated PC Specification 

    Registered
    Jan 2012
    Location
    UK
    It must be me then?
    The tutorial is simple enough to follow,
    I have now done this 4 times, but can see nothing about 'test_car' in the mod dev screen.
    The software does not seem aware of any changes I make.
    Is there anybody who can fault test this?

  5. #65
    MaD_King's Avatar

     rFactor 2 Validated PC Specification Photo/Screenshot sharing profile Where I race 

    Registered
    Oct 2010
    Location
    France
    Quote Originally Posted by Tim Wheatley View Post
    Added some new files dated 1/16 including the TGM file and a section of Joesville (track) with new tech implemented.
    Thank you

  6. #66
    feels3's Avatar

     rFactor 2 Validated PC Specification @feels3 rF2 Rank Laptimes 

    Registered
    Sep 2011
    Location
    Poland
    Quote Originally Posted by Tim Wheatley View Post
    Section of Joesville (an oval track) with new track tech:
    Attachment 652 - 01-16-2012
    Great! Thanks!

  7. #67
    jtbo's Avatar

     rFactor 2 Validated PC Specification Modding Group: Finns on track 

    Registered
    Jan 2012
    Question from TGM +ttool tutorial, what does mean softer 'bristles'? Is it some or all parameters of "Realtime test parameters" section and if some, then which mainly does this point towards to?

    Tool looks really great, lot of learning needed
    I am not a slave of my emotions, I can still be nice at times
    Learning suspensions, good read | my modding information website

  8.   Click here to go to the next staff post in this thread.   #68
    Michael Borda's Avatar ISI Staff

     rFactor 2 Validated 

    A new and slightly more comprehensive version of the TGM guide will be available before the end of the month (hopefully sooner), for now, I'll say the bristles are the parts that are in contact with the road. Yes, it's talking about the line under [realtime] TemporaryBristleSpring=(, , ) // Lat/Vert/Long
    Mainly with respect to the vertical one.

    In theory this should be adjusted to require a similar load to produce a given vertical deflection as you see in realtime, as you see in the Quasistatic Testing section, albeit, a little bit softer in general. One more thing to note, every time you save a TGM in +ttool, it strips out the [realtime] section just something to remember before you test a tyre hot from ttool. Remember to constantly create backups.

  9. #69
    jtbo's Avatar

     rFactor 2 Validated PC Specification Modding Group: Finns on track 

    Registered
    Jan 2012
    Quote Originally Posted by Michael Borda View Post
    A new and slightly more comprehensive version of the TGM guide will be available before the end of the month (hopefully sooner), for now, I'll say the bristles are the parts that are in contact with the road. Yes, it's talking about the line under [realtime] TemporaryBristleSpring=(, , ) // Lat/Vert/Long
    Mainly with respect to the vertical one.

    In theory this should be adjusted to require a similar load to produce a given vertical deflection as you see in realtime, as you see in the Quasistatic Testing section, albeit, a little bit softer in general. One more thing to note, every time you save a TGM in +ttool, it strips out the [realtime] section just something to remember before you test a tyre hot from ttool. Remember to constantly create backups.
    Thank you, now I understand that sentence well

    Also great news with comprehensive guide too, take your time to perfect it ;-)
    I am not a slave of my emotions, I can still be nice at times
    Learning suspensions, good read | my modding information website

  10. #70
    SandroX's Avatar

     PC Specification 

    Newer Member
    Oct 2010
    Location
    Kiev, Ukraine
    Quote Originally Posted by Tim Wheatley View Post
    Tutorial_car_tires_files.7z - 01-12-2012

    Here what bug I have if just export tire from rf2_tutorial_tires.max, I just open it in Autodesk 3ds Max 2010 32-bit and export, nothing more.

    And here what I have if I chanche material from Deformable Tire to Specular Map T1...
    Last edited by SandroX; 01-18-12 at 09:45 AM.

  11. #71
    DemonDriverDan's Avatar

     PC Specification 

    Newer Member
    Sep 2011
    Location
    Kent, UK
    Quote Originally Posted by websta View Post
    It must be me then?
    The tutorial is simple enough to follow,
    I have now done this 4 times, but can see nothing about 'test_car' in the mod dev screen.
    The software does not seem aware of any changes I make.
    Is there anybody who can fault test this?
    Nope, me too! I can create a rTrainer #3 with ease but can't see test_car at all, despite following the tutorial a load of different times.

    Are we missing something? Do we need to import in game at all?

  12. #72
    Tobi Coats's Avatar
     

    Registered
    Jun 2011
    Location
    South australia
    Hey Tim and isi whell any one for that matter would it be possible to put together a tut that walks through the steps after modeling. Ie setting up the piviot point and then getting it to work in game because I can't get my head around it

  13. #73
    SandroX's Avatar

     PC Specification 

    Newer Member
    Oct 2010
    Location
    Kiev, Ukraine
    Quote Originally Posted by SandroX View Post
    So, how to fix it, or it's beta-material bug?!

  14. #74
    f1ligue's Avatar
     

    Registered
    Jan 2012
    Location
    france
    is it possible to have a file full engine.ini?
    I would like to use the power demand and engine.ini is not complete ...

    NOTE :
    ENGINEBOOSTMOD = 1 (0 normal, 1 timelimited,2 time/lap, 3 kers, 4 other form)
    ENGINEBOOSTTIMELIMITED = 60 (60 seconds)
    ENGINEBOOSTPERLAP = 10 (10 seconds per lap)
    other form as kers will by define in physic


    Not work in rf2 ?
    Last edited by f1ligue; 01-19-12 at 10:08 AM.

  15. #75
    fanlebowski's Avatar

     rFactor 2 Validated PC Specification Where I race 

    Registered
    Oct 2010
    hi

    what is missing at this moment, in my point of view, to finish a "beta test mod" :

    tracks :

    - max file : marshall example
    - max file : 3d crowd spectators and "pitlane guys"
    - tutorial : aiw editor

    cars :

    - max file : driver example

    even if others things are needed too, i think this is the minimum we need to make a real test of modding in rf2 with new features.

    thanks,
    cheers.
    Last edited by fanlebowski; 01-20-12 at 09:58 AM.

  16.   Click here to go to the next staff post in this thread.   #76
    Luc Van Camp's Avatar ISI Staff

     rFactor 2 Validated PC Specification @ISITrackTeam 

    Location
    Belgium
    We're working on putting together a collection of track examples. It should be available very soon.

  17. #77
    SandroX's Avatar

     PC Specification 

    Newer Member
    Oct 2010
    Location
    Kiev, Ukraine
    Come on! How to fix Deformable Tire material bug?!

  18. #78
    toebee's Avatar

     PC Specification 

    Registered
    Oct 2010
    Location
    SoCal
    Quote Originally Posted by SandroX View Post
    Come on! How to fix Deformable Tire material bug?!
    From your screen shot it looks like the fault of the texture. Try another?

  19. #79
    SandroX's Avatar

     PC Specification 

    Newer Member
    Oct 2010
    Location
    Kiev, Ukraine
    Quote Originally Posted by toebee View Post
    From your screen shot it looks like the fault of the texture. Try another?
    It's ISI's texture, If I chancge material, bug is gone - so it's material problem.

  20. #80
    the_last_name_left's Avatar
     

    Registered
    Jul 2011
    Fabulous. Thanks!

    Way to go, ISI.


    BTW Tim, it's spelt "explanatory".


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