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Post by raybee1970 on Aug 1, 2010 21:10:21 GMT 2
Not that it matters (although it may...lol).... if you have a guy who runs a single number (like number 7) and a guy who runs a double-digit number (like number 07), they can both be easily used and co-exist. One would simply be named "car7.tex" for the single number, and the other could be "car107.tex". Naturally this would have to be shown on the paint scheme (one "car7" using a number 7 on their paint and the other "car107" using a number 07 on theirs). Unfortunately we can't have any paints starting with a zero (car07.tex)... so the next available is 107. And in some leagues where "special" paint schemes are allowed for certain races, this way of numbering also allows for quite a few schemes for both folks running a number 7 and 07. eg: car7.tex, car107.tex, car207.tex, car307.tex and so on....up to car907.tex As long as their are visual differences (in terms of paints and the number(s) on the paints).... most leagues could do this. Giving an example.... I like Robby Gordon and he drives a #7 Sprint Cup car. When he went to Infineon this year, he had a second car for P.J. Jones with a #07. In Heat... Robby's paint would be "car7.tex" and P.J.'s would be "car107.tex". If used in this way.... it opens up a lot more numbers to be used. Naturally how the numbers are used would depend on how the mod maker numbered the paints... so as to not overwrite an original one.... but with numbers 1 through 999 available to use in Heat, there are plenty open still. Just a little information to pass along. ;D
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Post by DaveO on Aug 1, 2010 22:47:24 GMT 2
Hey Ray, What your saying is actually very easy and simple to do, totally agree with you. But we had a slight problem before the season started to were guys were picking .car tex's and creating them with only 2 digits, which caused some havoc with the ingame cars. So Mauro and I implemented a procedure to were all the .car tex's would have 3 digits on the car.tex. So like I'm running the #83 but my car.tex# is 983. This way it kept everything nice and neat in a way. The original custom cars at the start of the season all started with the #9 then followed by the drivers car#. i
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Post by DaveO on Aug 1, 2010 22:50:27 GMT 2
Hey Dave Just give me one,i don't care about numbers. ;D Will put the right number on the paint. Man I've never picked out another guys car # before. Since you like the #5 number, how about something like #55 or something like that?
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Post by trucky on Aug 1, 2010 22:56:45 GMT 2
OK 55 it is. ;D
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Post by raybee1970 on Aug 1, 2010 23:41:21 GMT 2
But we had a slight problem before the season started to were guys were picking .car tex's and creating them with only 2 digits, which caused some havoc with the ingame cars. So Mauro and I implemented a procedure to were all the .car tex's would have 3 digits on the car.tex. So like I'm running the #83 but my car.tex# is 983. This way it kept everything nice and neat in a way. The original custom cars at the start of the season all started with the #9 then followed by the drivers car#. Hey Dave, I would suggest to mod makers to go the "old school" way and make the paints that come with the mod at release to use the standard numbers they use in real life (eg: car7.tex instead of going with something odd like car307.tex or something). As I'm sure every sees in Heat, when you are looking at the leaderboard, it looks weird seeing a Robby Gordon with a number 907, as opposed to his real number. Anything I do with paints for mods I have on here for personal use, I have them using their normal numbers, then any special schemes I add in starts getting the 3 digit numbers (unless a car has something like that #07 for a normal number, then I give it the 3 digits to make it car107.tex). Then when you have online races, you could still do what you guys do with the "car983.tex" if someone wanted to use a number already in the original mod, but with a different number font, schemes or whatever....but if they wanted to use an "in game" car, they could use the "car7.tex" and stuff. And as I'm sure you guys know, when you pack up these regular numbers (single or double digit) in the paint.res, you can still put loose .tex files in the actual mod folder and use those. I can't remember, but I think if you put one in the mod folder that has the same name as one in the paint.res (eg: car7.tex), the one loosely in the mod folder is used first. Don't get me wrong though.... I trust you guys and know if you guys have an issue, you'd get it worked out like you did. It is just me being old school is all. I know some guys probably use ML2 to add their .tex files in there and do all that, and then some may even go so far as to use ML2 to pack them back into a paint.res... but I usually use WinResTools Wizard and do my drivers.txt editing manually. But don't mind me.... I'm just babbling. ;D
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Post by Cholerix on Aug 2, 2010 9:26:35 GMT 2
I would suggest to mod makers to go the "old school" way and make the paints that come with the mod at release to use the standard numbers they use in real life (eg: car7.tex instead of going with something odd like car307.tex or something). As I'm sure every sees in Heat, when you are looking at the leaderboard, it looks weird seeing a Robby Gordon with a number 907, as opposed to his real number. Just doesn't work if you ship a mod with carpaints for more than one season. Lets say you put in 2007, 2008 and 2009 car paints, along with nice ui_images. If you stick to 2-digit carXX file names, you'll soon run into trouble and confusion.
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Post by raybee1970 on Aug 2, 2010 11:36:19 GMT 2
I would suggest to mod makers to go the "old school" way and make the paints that come with the mod at release to use the standard numbers they use in real life (eg: car7.tex instead of going with something odd like car307.tex or something). As I'm sure every sees in Heat, when you are looking at the leaderboard, it looks weird seeing a Robby Gordon with a number 907, as opposed to his real number. Just doesn't work if you ship a mod with carpaints for more than one season. Lets say you put in 2007, 2008 and 2009 car paints, along with nice ui_images. If you stick to 2-digit carXX file names, you'll soon run into trouble and confusion. That is what the carset swapper is for. Heck...you could go even farther and use a feature in ML2 that I've seen no one use yet in a mod.... the Series Manager. The Series Manager was a feature I suggested to Oleg when he was making ML2 and it will let you have your own custom made .res files and everything that it will swap out, kind of like how the Carset Swapper feature works... but the Series Manager will let you have each "series" come complete with its own Setups folder with setups specific for that series, its own ui.res if needed....basically it is like swapping out mod for mod within one main folder.... schedules, other carsets....you name it, it pretty much does it. I have my own "NASCAR" series that I put together that does all this stuff out of one single mod folder named simply "nascar", and in it, I have Craftsman Trucks, Camping World Trucks, Nationwide Series, Sprint Cup Series, Whelen Southern Modifieds, Whelen Modifieds, and many Latemodel series.... all working out of the main "nascar" folder. Here is the info about it from ML2's readme: Now yes.... it will make for bigger files in the long run, but with the way computers are now and the way many more folks have faster connections, as opposed to when ML2 came out.... its not as big an issue as it would have been back years ago. As far as the online aspects.... if folks could use the Carset Swapper, they could use the Series Manager too...and its a bit easier to find, since it is right on the main box of ML2 to start with.
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Post by DaveO on Aug 2, 2010 13:21:34 GMT 2
I've done a lot testing for mods online and offline. Even with faster computers, for online racing, it still takes into consideration everyone's connection. Even when there's two guys with halfway decent connections this happens. It's just a lot of work for "old heat engine" to compensate for. So the leaner and less "files" taking up space in the mod, the faster and better the heat engine will process everything..
Even if you load up a paint.res with more then the usual.car.tex's you will see the decrease in peformance of computers. Most of the time for online play it happens during the loading time of right before everyone hit's the track.
I've even seen stand alone mods when you add more then normal size paint.res see a slight change in the computers performance. This is even with a fast and updated systems.. My point is yes a lot people do have faster and more efficient computers, but when you have several people connecting at one time to a server, the performance does change, to compensate for everyone's connection.
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Post by trucky on Aug 2, 2010 17:34:42 GMT 2
DaveO is right. Heat does take time t load on older PC's and does affect others in a online race but there is a trick. Take a look at my PC(prehistoryc). 730mhz,256mb ram,nvidia TNT 2 graphicscard,... you see how old. Well in the options file of your mod you need to change something. Take a look at mine for paltinum gp. [GX] desaturate_textures no detail_level 1 disable_novsync no disable_triple_buffer no draw_cars_ahead 5 draw_cars_behind 5 draw_distance 0 draw_player_wheel yes effect_level 0 fix_s3_bug no force_trilinear_off no fov 130.000000 high_detail_car no mipmap yes mirror 0 mirror_fov 82.000000 no_perf_restrict no no_speed_overlay no shadow 1 skids 1 smoke 1 specular 0 try_texture_compression no use_radeon_compression_method no vertex_damage no video_mode 2 you see that i changed the draw cars to 5,most others use 43. This mean that my pc only need to show me 10 cars. Also before entering a online race the best thing you can do is loading the track first in single player(need to be the same as the online race)and drive 2 or 3 test laps. After that you go to the multiplayer menu and join the race. It wil load much quicker. I discovered it a couple of days ago ;D This help me alot playing those newer mods with high detailed cars and high res tracks.
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Post by Cholerix on Aug 2, 2010 19:57:09 GMT 2
730mhz,256mb ram,nvidia TNT 2 graphicscard,... you see how old. Well in the options file of your mod you need to change something. Take a look at mine for paltinum gp. wow - that's indeed rather ancient hardware. Pre-2000 at least But maybe great for doing performance tests on new mods but lets pls stop that here or continue in modding thread. As it has become QUITE OT here
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Post by spike on Aug 3, 2010 0:01:59 GMT 2
I got a new paint same number though so just replace the other one I posted & let me know what you think since it's my first NHeat paint ;D . Attachments:
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Post by Mustangman on Aug 6, 2010 22:41:53 GMT 2
signin friend up name : elon (elonb13) #1 team: 7Karat
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Post by Mustangman on Aug 6, 2010 22:43:23 GMT 2
elon's skin Attachments:
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Post by DaveO on Aug 6, 2010 22:51:47 GMT 2
signin friend up name : elon (elonb13) #1 team: 7Karat Matt, Could you ask your friend to register at the site please?
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Post by Mustangman on Aug 6, 2010 23:21:24 GMT 2
shure thing, he was logging out for the day though
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