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theblockishot

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#921   2017-01-26 05:21          
How do you make cars show up more often in drag races ?

Boop Boop BAP

Marcuitos15

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#922   2017-01-27 16:17          
Guy's any help to how to combine difeent .rpk's into one?
For example: To put All franco's rimpack's into one single RPK?

(o\|/o) Beetle Lover.
Sorry About my Bad English, i'm a spanish Speaker.

Sleepin mOnkey

us
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#923   2017-02-07 22:25          
plz someone help the mod is working fine but keep giving me that error.

*LINK*
Check out my: Junkyard drift builds

Jfernando1

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#924   2017-02-14 20:12          
May need help with javas after adding new car versions (changing the models.java and adding two new package javas).



Thanks.

dowdow

fr
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#925   2017-02-22 21:07          
Again got this fuckin problem.. can i have a little help ?
The loading order is fine.
my method is that : in 3ds material , specular level = 100
glossines = 40 => square next to diffuse => mix => texture 1 = bitmap => texture 2 = general envmap => put the texture 2 copy to 3 and assign it to my selection.

i've something wrong ?
Thanks

Bigg Boss93

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#926   2017-02-22 21:08          
Where and how do you do the loading order?
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dowdow

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#927   2017-02-22 21:35          
from the rpk of the car, e21 bmw

thanks !

Bigg Boss93

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#928   2017-02-22 21:42          
Yeah i mean, did you reorder textures on the rpk accordingly to the .tex file that gets exported with your .scx 3d file?

I know already the answer is no but i'm gonna ask anyways. I've seen hundred of people saying the loading order was ok but all the times they didnt quite get how it works(no offence).
Harrison15 about PXRZ: he turns everything into a pretzel in his head



dowdow

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#929   2017-02-22 21:50          
No, no problem ! i just want help :) and yes i've followed the tutorial here and to describe a little:

I've located the mesh so 0x00000055 and put 0x00002025 for white default color and 0x00000000 for general env map..
then i've reconvert it and in game i've this )=

Bigg Boss93

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#930   2017-02-22 21:52          
Thing is, you dont have to just put those, you have to check your .tex file and put the textures you find there(it's not like there's a generic loading order, each scx file have its very own loading order).

I'll try to make an example
Harrison15 about PXRZ: he turns everything into a pretzel in his head



dowdow

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#931   2017-02-22 21:56          
ok, when i export the mesh from 3ds, in the tex file i have in first the default white, paintable.tga then the general envmap.

I've probably forget to put paintable.tga id ... but i don't know this id?

Bigg Boss93

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#932   2017-02-22 22:00          
I hope this can help you to further understand how loading order works(i should actually attach this to the tutorial area)

From the Stock Rimpack i made a while ago

Loading order inside Alfa_Romeo_Teledial_2_18.tex:

general_env_map.dds
AlfaRomeo_cap.png
Paintable_Silver.png
Flake.dds
Reflection_paint.png
Reflection_chrome.png

Texture data inside Rimpack_Stock_BB93.rdb:

<FILE 00000001.res >
typeof 7
superid 0x00030003
typeid 0x00000001
alias BMW.png
isparentcompatible 1.0
</FILE>
<FILE 00000001.rsd >
sourcefile parts\Rimpack_Stock_BB93\textures\BMW.png
</FILE>
<FILE 00000001.res >
typeof 7
superid 0x00030003
typeid 0x00000010
alias Reflection_chrome.png
isparentcompatible 1.0
</FILE>
<FILE 00000001.rsd >
sourcefile parts\Rimpack_Stock_BB93\textures\Reflection_chrome.png
</FILE>
<FILE 00000001.res >
typeof 7
superid 0x00030003
typeid 0x00000013
alias Reflection_paint.png
isparentcompatible 1.0
</FILE>
<FILE 00000001.rsd >
sourcefile parts\Rimpack_Stock_BB93\textures\Reflection_paint.png
</FILE>
<FILE 00000001.res >
typeof 7
superid 0x00030003
typeid 0x0000001C
alias Flake.dds
isparentcompatible 1.0
</FILE>
<FILE 00000001.rsd >
sourcefile parts\Rimpack_Stock_BB93\textures\Flake.dds
</FILE>
<FILE 00000001.res >
typeof 7
superid 0x00030003
typeid 0x0000001F
alias Paintable_Silver.png
isparentcompatible 1.0
</FILE>
<FILE 00000001.rsd >
sourcefile parts\Rimpack_Stock_BB93\textures\Paintable_Silver.png
</FILE>
<FILE 00000001.res >
typeof 7
superid 0x00030003
typeid 0x00000021
alias AlfaRomeo_cap.png
isparentcompatible 1.0
</FILE>
<FILE 00000001.rsd >
sourcefile parts\Rimpack_Stock_BB93\textures\AlfaRomeo_cap.png
</FILE>

Rim data inside Rimpack_Stock_BB93.rdb:

<FILE 00000001.res >
typeof 8
superid 0x0002F235
typeid 0x00000544
alias script
isparentcompatible 1.0
</FILE>
<FILE 00000001.rsd >
script parts\Rimpack_Stock_BB93\scripts\Alfa_Romeo_Teledial_2_18.class
native part parts\Rimpack_Stock_BB93\scripts\Alfa_Romeo_Teledial_2_18.cfg
</FILE>
<FILE 00000002.res >
typeof 14
superid 0x00030002
typeid 0x00000545
alias render
isparentcompatible 1.0
</FILE>
<FILE 00000002.rsd >
mesh 0x00000546
flags 8.0
lod_amp 3.5
texture 0x00000000; general_env_map.dds
texture 0x0000B009; AlfaRomeo_cap.png
texture 0x0000001F; Paintable_Silver.png
texture 0x0000001C; Flake.dds
texture 0x00000013; Reflection_paint.png
texture 0x00000010; Reflection_chrome.png
</FILE>
<FILE 00000003.res >
typeof 5
superid 0x00030001
typeid 0x00000546
alias mesh
isparentcompatible 1.0
</FILE>
<FILE 00000003.rsd >
sourcefile parts\Rimpack_Stock_BB93\meshes\Alfa_Romeo_Teledial_2_18.scx
</FILE>
<FILE 00000004.res >
typeof 9
superid 0x00030007
typeid 0x00000547
alias click
isparentcompatible 1.0
</FILE>
<FILE 00000004.rsd >
shape parts\Rimpack_Stock_BB93\meshes\Alfa_Romeo_Teledial_2_18.scx
</FILE>
Harrison15 about PXRZ: he turns everything into a pretzel in his head



dowdow

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#933   2017-02-22 22:05          
thanks ! i'll check and try then i'll repost ! thanks ! and thanks too thyago95 :)

Bigg Boss93

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#934   2017-02-22 22:08          
No problem, just let me know if you manage to do it or not :)
Harrison15 about PXRZ: he turns everything into a pretzel in his head



dowdow

fr
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#935   2017-02-23 23:06          
So, after some tries,
I've got something !
my problem is about the unwrap UVW, and when i replace correctly the mesh, it work !
Sorry i am a still noob for this :/
Thanks for you help anyway !