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Posted: Sun Dec 03, 2017 12:00 pm
by Seahawk
VCK has created .bms files, how do I put them in .ar?

Posted: Sun Dec 03, 2017 5:39 pm
by zoot
Read the rest of the tutorial.

Posted: Sun Dec 03, 2017 8:16 pm
by Franch88
Yeah, would you continue to read the damn tutorial, for your sake? Obviously, it explains also that step, don't you think? :roll:

Now stop, the next dumb question like thatwill be automatically deleted... Learn to do the things by yourself...

Posted: Mon Dec 04, 2017 10:41 am
by Seahawk
The tutorial says:
Next, Click START-RUN. Type in:
C:\VCK\Angel\am.exe -translate -review -bw geo\vpcar.geo
So it looks like this:
A dialog box should come up, say some things, than another dialog
box. It'll say some textures stuff. click OK for every one.
Then, in about a min, close the dialog box.
Then, after that, click run again and type in:
C:\VCK\shop\ship.bat vpcar
Now, test your car ingame!
I've did all that. But how to make an .ar it doesn't explains. I mean do I have to make a .zip file with geometry, texture, tune and aud in it and then convert it to .ar or something else?

Posted: Mon Dec 04, 2017 4:29 pm
by zoot
It explains it. That last thing, VCK ship.bat vpcar (REPLACE with whatever your basename is), and it'll make it

Posted: Mon Dec 04, 2017 4:39 pm
by Seahawk
Yes, it's there in the 'build' folder. I'll test it tomorrow when I'll go to the person whose PC I use for MM1. What is the 'shiplist' file for?
@MM2MM1Fan: How to export the dashboard?
@Franch88: Will this be released at MM2x?

Posted: Mon Dec 04, 2017 5:19 pm
by zoot
Shiplist is used to determine what goes inside the ar file from the VCK folders.

Posted: Mon Dec 04, 2017 5:28 pm
by Seahawk
Is it necessary to include in the directory?

Posted: Mon Dec 04, 2017 7:40 pm
by FXANBSS
I'll simply and literally remind you.
Now stop, the next dumb question like that will be automatically deleted... Learn to do the things by yourself...

About your project, you've been doing interesting progress, I see you will convert all the MM2 cars to MM1. :smile2:

Posted: Tue Dec 05, 2017 7:25 am
by Seahawk
All MM2 cars? Do you think I'll convert all the cars? The plan is to convert all cars of MM2 developers. And most of them are already available from 4 years.... Anyways now the conversion list has extended to traffic cars made by MM2 developers.

It crashes in my PC. But anyways it's working on the other one, finally:
Image
But why is fifth and sixth wheel invisible? And it is named as 'Test Vehicle' and paint job is named as 'Unknown' even after I have written 'Moon Rover' and 'Primer' there. And can anyone please give me the original sounds and wheel/dashboard textures?

Posted: Tue Dec 05, 2017 12:35 pm
by Jeremiahjobling
I think MM1 only recognises four wheels

Posted: Tue Dec 05, 2017 12:37 pm
by Seahawk
It's MM1 and it has all 6 wheels. Don't you know the default Century and this truck have six wheels?

Posted: Tue Dec 05, 2017 1:38 pm
by zoot
Make sure to name them properly, I don't know the proper names of the other wheels, but you can figure it out somehow.

Posted: Wed Dec 06, 2017 2:34 am
by Seahawk
They're named WHL4_H/M/L/VL and WHL5_H/M/L/VL.
It works fine but can anyone please give me textures from MM2 Core so that I can finish this 7 year old car pack?

Posted: Sat Dec 09, 2017 2:20 pm
by Seahawk
I've got some problems: Why the wheel textures are not appearing in game even after I've assigned them? And the fifth and sixth wheel are invisible. Default tuning is coming even after I've edited the .mmcarsim.