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Post by daveylm16 on Dec 2, 2010 5:38:54 GMT 2
Hey, can someone please help me with this? I've edited some other cars for my mod I'm making, and now when I drive as cars assigned to these, their skin doesn't show up. Even if they still have the same low/high body models as the originals, which worked fine with them. Do I have to REMAP THE WHOLE THING to make it work? Thanks!
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Post by raybee1970 on Dec 2, 2010 6:21:14 GMT 2
If you have edited an existing Heat model, I hope you got permission from the original creator. Most mod makers don't like their creations to be altered, due to it causing issues later on, especially online, or when an update is done. Now, as far as your problem... when you assign the textures to the body, it must have a 1 at the end for them to be paintable and show up correctly (eg: chevy1.tga) and then when you name your .car file to pack it all up, it will be called simply "chevy.car". This will have to be done to ALL .mod files related to the car's body low1 - low5 and high1 - high9 files. It sounds like you either didn't assign a texture to the body (which gets you a red car), or you didn't add the 1 on there... which would just show the original paint all the time.
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Post by daveylm16 on Dec 2, 2010 6:59:56 GMT 2
So you mean u have to go back and do this in Zmodeler or 3DS MAX?
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Post by raybee1970 on Dec 2, 2010 7:11:29 GMT 2
Yes
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Post by daveylm16 on Dec 2, 2010 7:15:57 GMT 2
CRAP!!! And btw, I'm just tinkering with your LMSC MOD, and am not going to release my own version without permission. It's where me and some characters I've created, along with my favorite cartoon movie/video game characters race late models n stuff. And how do you make your car go 300 mph at a superspeedway and still keep quite straight while turning while not skidding out too easily, cause I want a pavement late model that is arcadey but hyperfast, and right now, it's handling like its on dirt.
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Post by raybee1970 on Dec 2, 2010 7:26:27 GMT 2
To be honest, the LMSC mod was mostly a private mod... that somehow got posted for everyone to download....LOL. So unfortunately, I can't give you permission to "release" anything regarding that mod... but what you do for your own personal use, I have no problem with... if that makes sense. The LMSC mod was mostly a test of mine, to get some different models other than the WRS mod I did before that one. I have better models now...and hopefully we'll post those one day as either a new mod, or part of Blaxman's G2 stuff. But to get a car to go 300 mph or whatever you want and still stay kind of stuck to the ground, that involves editing the physics.val file. Naturally those cars are for short tracks... but like the leagues that have ran the WRS mod, they like to take them out to Daytona or Talladega and run them there since they are pretty much unrestricted physics for plate tracks. ;D I could probably help you along with something for your own private use if you'd like that.
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Post by daveylm16 on Dec 2, 2010 7:29:59 GMT 2
I know how to edit the physics.val file, but what values do you have to put in and what sections? I got the power/torque/rpm thing straight, but what about the handling?
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Post by raybee1970 on Dec 2, 2010 7:30:09 GMT 2
By the way, check your private messages here (up top) and you'll find that I approved you today for The Mod Squad site. Once you get logged in over there at The Mod Squad, send me a private message there and we can discuss this further in private... and I can help you along with something different for that mod.
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Post by raybee1970 on Dec 2, 2010 7:31:45 GMT 2
I know how to edit the physics.val file, but what values do you have to put in and what sections? I got the power/torque/rpm thing straight, but what about the handling? For physics editing for the handling, check this guide here: www.speedsims.net/tutorials/NH_physics_index.html
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Post by daveylm16 on Dec 2, 2010 7:40:19 GMT 2
I tried that, but do I need to make mx, my, mz, and stiffness higher or lower to not spin out that much?
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Post by raybee1970 on Dec 2, 2010 8:03:29 GMT 2
Those values you are talking about mostly controls the body roll and how the car leans and stuff. You need to be more in the Physics/Downforce section at the bottom of this page: www.speedsims.net/tutorials/NH_physics_advanced.htmlThen right above that section, look at the compound attributes for the "magic" values on front and rear, which creates more grip. You need better grip and downforce when you are going 300 mph... or you'll be all over the place due to the speeds themselves affecting the car.
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Post by daveylm16 on Dec 3, 2010 0:38:26 GMT 2
Yeah. I kept on increasing the table chassis downforce on both the front and rear, as well as the spoilers. But even with -99999999999999999999 lift I still spun out easily. Also, I'm confused about what to make the magic numbers, and please tell me a good idea of what to adjust them to, because I adjusted them a little and had not too much of an effect, and adjusted them too much, and my car just went backwards without me touching anything lol. I know where the tutorial's at, and I bookmarked it (since, for some reason, there is no link to it on the main speedsims page), and please don't direct me to it again, as it doesn't tell me whether to turn these magic values up or down to get my desired effect.
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Post by raybee1970 on Dec 3, 2010 1:16:12 GMT 2
To be perfectly honest with you, I have no idea of what to do to help you with any of those values. I have never made physics to get up to 300 mph before, nor have I ever wanted to. I try and keep the cars pretty close to real world speeds whenever possible. We don't really have tracks where 300 mph is possible without issues, and once you get above about 235 mph, you will start seeing stuff like you are talking about... because even at 235 mph on an unrestricted Daytona... I can't even drive them through the turns that well, so all I can say is best of luck to you. I have done all I know how to do. Those tutorials are there to help others... so if you don't want to keep experimenting on your own (which is what we all end up doing when making a mod), then my advice would be to give up, since it sounds to me like it is going to be a lost cause anyways. If it works out for you down the road, great. I'll be glad you figured it out. But other than that, I can't really help anymore, since as I mentioned, I've never attempted a 300 mph car, nor have I ever wanted one.
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Post by daveylm16 on Dec 3, 2010 3:37:50 GMT 2
WOW! Finally, you're working on another pavement late model mod! ;D Please say it doesn't take up a ridiculous amount of space on your C:\ Drive. You Heat racers must have pretty huge C drives, because I don't think you can install the mods to any other drive. Am I correct? And I slowed down the cars a little bit. But please help me out here: whenever I go around 120 or higher mph, and brake, the car just goes real straight, instead of turning more like I wanted it to. It was like this in the original LMSC mod, too, and because of it I'm constantly running into the walls, causing epic flipovers.
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Post by raybee1970 on Dec 3, 2010 7:45:12 GMT 2
What tracks are you doing this at? If it is at one of the short tracks, try and load the setup, if available, for the track you are running at, and tweak on it from there. Sounds like you need to read up on setting a car up, because the cars aren't tight for me (which is what it sounds like you are describing). www.themodsquad.info/downloads/setupguide.txtAlso, be sure you are running in Hardcore mode. That is what most mods are made to use and work best with, and what any setups would be made for. Naturally every track out there doesn't come with a setup pre-made for it... so you'd have to tweak your own. Most Heat mods once installed take up a decent amount of space, but not nearly like the new games do. Go download a good mod for GTR2 or rFactor, and you could be downloading a 400-500 megabyte file, then once installed, could take up almost a gig. With Heat, it'd take 8 to 10 or more mods to get up to a gig.
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