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Posted: Thu Nov 02, 2017 2:26 pm
by zoot
Corrupt textures are due to saving the TGA files with RLE compression. Turn it off.

Posted: Thu Nov 02, 2017 2:32 pm
by Seahawk
And how to add more paintjobs? For example adding more paintjobs to HMMWV and RSi?

Posted: Thu Nov 02, 2017 11:12 pm
by mazda_cosmo
you should make a proper taxi, the default one will ruin the entire mod

Posted: Thu Nov 02, 2017 11:34 pm
by Franch88
Agree, that won't made the entire Tonius' mod updating good looking. As taxi for SF, I would suggest to use a copy of the Cadillac Eldorado with proper yellow paintjob and write TAXI on the roof added.
And how to add more paintjobs? For example adding more paintjobs to HMMWV and RSi?
That's not so easy to do, you would certainly mess up something when you re-export the PKG file...
Tonius' mod already uses the proper paintjobs, IMHO, which are all the original ones from the game excluding the special flashy locked ones, which aren't normal to see on a traffic.

Posted: Fri Nov 03, 2017 7:20 am
by Seahawk
Agree, that won't made the entire Tonius' mod updating good looking. As taxi for SF, I would suggest to use a copy of the Cadillac Eldorado with proper yellow paintjob and write TAXI on the roof added.
And is Panoz GTR-1 worth traffic?
I copied the VL copy of the Cadillac to make the bound, which crashed on impact.

Posted: Fri Nov 03, 2017 8:16 pm
by Franch88
And is Panoz GTR-1 worth traffic?
If I remember correctly, Tonius didn't include the Panoz GTR-1 because it's too particular to fit in a city traffic. It's a race car, indeed. And, I agree with him.
The Red Rocket and the Silver Eagle Fire Truck are the only two default game vehicles, and the first is really related with MM1's VCK, that fit in a city traffic and that can be well included in his mod.
I copied the VL copy of the Cadillac to make the bound, which crashed on impact.
Why have you done that? Each vehicle of the game has its own BOUND mesh, so, just use it, which gets automatically imported when you import a vehicle .pkg file in ZModeler.

Posted: Sat Nov 04, 2017 7:53 am
by Seahawk

Code: Select all

10 t_vpauditt 0.14 0 t_vpbug 0.27 0 t_vpcab 0.41 0 t_vpcoop 0.55 0 t_vpcoop2k 0.67 0 t_vpdune 0.70 0 t_vpddbus 0.82 0 t_vpdb7 0.96 0 t_vpredcar 0.97 0 t_vpvwcup 1.0 0

This is how I edited the .aimap and .aimap_p file in the race folder of London (Since this is a patch for the other traffic mod). But the Ferrari isn't appearing in London still like always.

And whenever I go near the taxi it crashes, not by hitting the taxi, but just by going near the taxi. It is fully textured except the taxi signboard, Which I'll texture today along with the Ferrari.
The taxi:
Finished
Image

And also for your information this time I'm myself making my mod. And that abandoned taxi traffic car as player car was also by me. :lau:

The Ferrari:
Image
Image

And about that taxi, I am not able to extract the Cadillac's default wheel textures from MM2 Core. :fight: Can anyone send me those.

Posted: Mon Nov 06, 2017 4:35 am
by Seahawk
Why are the wheel back and wheel thread looking invisible?

Posted: Mon Nov 06, 2017 8:00 pm
by carfan1061
I recommend remove the neon from the Ferrari, it doesn't look good imo.

Posted: Tue Nov 07, 2017 6:33 am
by Seahawk
It was a bug, I had no intention of that. It's fixed and Franch88 is doing other fixes. I tried today to add more unused paint jobs, the Desert Sand paint job for LTV. But all the LTVs became of one colour. :roll: I had to add that paint job, along with grey and red paint job on the Century. That Caddie taxi will be made as a player car after this mod's release.
Edit: What is this? RV5 adds two more paint jobs to the Century but when I opened the file there aren't any? :roll:

Posted: Tue Nov 07, 2017 4:23 pm
by Dangerous
Good mod!

Posted: Tue Nov 07, 2017 8:22 pm
by Franch88
Yeah, that's just a red colored shadow and it wasn't an intentional error, it has nothing that looks like a neon effect.
What is this? RV5 adds two more paint jobs to the Century but when I opened the file there aren't any? :roll:
It uses directly the unused files present in the default game .ar files.

Posted: Wed Nov 08, 2017 6:29 am
by Seahawk
So does it mean that I have to export the PKG every time I add a new paint job? But when I added more paint jobs to the HMMWV the other ones disappear. I mean that only one paint job appears when I re-export so how to add more?
There vehicles will be modified:

*Freight liner Century - Red, Grey
*Panoz Roadster - Purple, Green
*HMMWV - Desert Sand

Posted: Thu Nov 09, 2017 8:17 pm
by Franch88
Yes, when you want to add more paintjobs to a vehicle you have to re-export the .pkg file, because you're going to add more suffixes for the multiple paintjobs feature.
It's weird that the others disappear, there must be something wrong in what you do... If the vehicle looks white instead that with the assigned texture, it's good thing to check and manually edit the texture file names in the .pkg file using the MM2 City Toolkit's File Browser tool.

FYI, those two colors for the Freightliner Century and the Panoz Roadster were created from scratch by Dummiesboy because he spotted them from screenshots published by MM1 and MM2 developers. That paintjob of the Light Tactical Vehicle should be an unused one present in the game default .ar files, instead.
Here's the part from the mod's Readme that explains this.
Default cars now have every paintjob ever made for them by Angel Studios. Including various unused or beta specific paintjobs. I also included 4 paintjobs (2 for the Freightliner Century, 2 for the Panoz AIV Roadster) that mimick what they looked like in the MM1 beta. CarLuver69 also made a custom paintjob for the Cadillac Eldorado that mimicks the color you see in both the showcase for it and the loading screen for SF!

Posted: Wed Nov 22, 2017 10:47 am
by Seahawk
And when I re-exported the LTV as 'vp4x4sand' it says that some tune file for breakables is missing. But Tonius' LTV doesn't has dgbanger file for breaks. This is the file. And this also crashes.