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Few general questions about rf2 skinning/modding

Discussion in 'rFactor 2' started by PeterUnlustig#, Jan 27, 2017.

  1. PeterUnlustig#

    PeterUnlustig#

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    Hi everybody, i have rf2 new and i want to build my own race series (RaceEvent -> 24h of Nürburgring). I just want the cars in the series I painted by myself, not all of the cars of this class.
    So I tried to create a race series at the "installed" Folder but this doesnt work :(
    (I take a Race Series and changed a few Parameters -> the cars and the amount of cars and the track)

    my question: how can I make a RaceEvent?

    next question: how can I make a Skin with .VEH data. So that I can give a Team Name and a discription to the car?


    thanks ;)
     
  2. Gijs van Elderen

    Gijs van Elderen
    Premium

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    http://steamcommunity.com/sharedfiles/filedetails/?id=554544322

    With new .veh files you need to create a new teams.mas and repack the car.

    To create new addon AI: with drivername, car number, car discription, teamname:
    An advantage is that if the car recieves an update, these addon AI will use the new updated version.

    http://www.racedepartment.com/threads/rfactor-2-skinning-tutorial.105993/
     
    Last edited: Jan 27, 2017
  3. PeterUnlustig#

    PeterUnlustig#

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    • Like Like x 1
  4. PeterUnlustig#

    PeterUnlustig#

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    I have another question.. in rf1 it was no problem to change the car model by changing the .mas and the gmt's in it. Is it possible to grab a .mas data with all the car model gmt's and put it in rf2? I mean it is the same type of data (gmt) isn't it? And all gmt's are packed in a .mas. It is the same system in both games. Is this possible? Or in general to grab a rf1 .mas and put it in rf2 car folder and rename it?