Here is one tip:
NOTE Before making as described below, make sure you have two files called resconvert.exe and resdecode.exe in a folder named RPK to make things easier... just as the .java pack for SLRR itself you´ll need.
Take all the belonging files for the particular part(s).
Make folders (name for the mod, for meshes, for scripts and textures) to later place each type of files into.
Create a text file (.txt) and rename it how you want to (etc Duhen_seat or Baiern_seat) and change file type into .rdb when changing name.
If you´re lucky to have an already made .rdb from an etc mod or something else, please borrow these line types:
Spoiler:
<FILE external_links >
system\
parts\
cars\
particles\
parts\
</FILE>
<FILE 00000001.res >
typeof 7
superid 0x00030003
typeid 0x000000e1
alias engine.png
isparentcompatible 1.00
</FILE>
<FILE 00000001.rsd >
sourcefile parts\Spoiler_Alert\textures\en1a.png
</FILE>
<FILE 00000004.res >
typeof 5
superid 0x00030001
typeid 0x00000010
alias mesh
isparentcompatible 1.00
</FILE>
<FILE 00000004.rsd >
sourcefile parts\Spoiler_Alert\meshes\Shit_4_wings_to_attach.SCX
</FILE>
<FILE 00000005.res >
typeof 14
superid 0x00030002
typeid 0x00000009
alias render
isparentcompatible 1.00
</FILE>
<FILE 00000005.rsd >
mesh 0x00000010
flags 8.0
lod_amp 3.5
texture 0x000000e1
texture 0x000000e2
</FILE>
<FILE 00000006.res >
typeof 9
superid 0x00030007
typeid 0x00000011
alias click
isparentcompatible 1.00
</FILE>
<FILE 00000006.rsd >
shape parts\Spoiler_Alert\meshes\Shit_4_wings_to_attach.SCX
</FILE>
<FILE 00000070.res >
typeof 8
superid 0x0002F228
typeid 0x00000F01
alias B16B_Devils_Tourist6_transmis
isparentcompatible 1.00
</FILE>
<FILE 00000070.rsd >
script parts\Spoiler_Alert\scripts\Shit_4_wings_to_attach.class
native part parts\Spoiler_Alert\scripts\Shit_4_wings_to_attach.cfg
</FILE>
depending on if you´re making simply a part to throw into parts or making an entire engine/engine block with or without parts following, one tip for the superid is to write "0x00030003" for textures, "0x00030001" for meshes, "0x00030002" for renders and "0x00030007" for clicks. The only exception is the .class & .cfg entry since you don´t need to worry about the superid´s there since all you need is to use the catalog typeid´s, which you can find in the slrr directory (if you have MWM. if not, use the superid´s from the BORAT tool.). If however an engine though or the block to later add parts with for extra fun, you´ll need the superid´s to begin with "0x0004" and same goes with a vehicle.
- Make sure that the 4th number in the ID´s matches the top entries at the .rdb (only goes for .cfg files only unless you want paintability on your parts too then add such things to textures at entry/entries for render(s) too) just as adding the right ID to the rest of the entries for each file as shown in the spoiler.
6(66 is the devil´s number). Use what tool you want (I prefer CMD instead of the .exe type thingie way to make .rdb´s and .rpk´s since it´s easier to use.) to
make the .rpk of the .rdb (this just makes a new file, nothing will disappear or change at the .rdb).
at first, write "cd desktop" and press enter
afterwards, write "cd rpk" and press enter
and at last, write "resconvert insert mod name here" and press enter
put the newly created .rpk at where the folder named (often the same as the .rpk. Make sure the directory in the .rpk goes to that particular folder only.
See if it works as it should with the .javas (you´ll need the .java pack for slrr too (obviously you can´t successfully make one with classes only if you want it to work properly.)
If it appears to not work as it should at the first attempt, please check the error.log and use the "search" feature as found in notepad.
If you got it to perfectly work fine. You´re pretty much done!
Enjoy the mod that you just created pretends to do so 🙂)