MyTeam for All Teams [Modular Mods - ERP Templates]

MyTeam for All Teams [Modular Mods - ERP Templates] 1.4

Login or Register an account to download this content
As we noticed, the incardriver animation were off for fom swapped teams.

If you want to fix it, you have to do it manually:
2020_asset_groups\animation_package\scenes\incardriver\2020\incardriver_f1.erp
incardriver_f1.scene​
change the animset name of the F1 team with the one from fom​
1616932674626.png


before:
1616932816963.png


after:
1616932830543.png


I might create it as a modular file, but you will still need to adjust it manually, because I cannot know which teams you swap and which not.
Changelog 1.4:
  • The mod has become part of the [Modular Mods] system and must meet its requirements.
  • Due to that change, reworked the mod to work additionally with loaded fom_car files, which results in 300 MB less of video memory (VRAM) being used (for a full grid fomswap) and 50% smaller mod.
  • Added a mixed way for installing with using Modular Mods system but also overwriting original assetgroup files of the teams, to save another 200 MB of VRAM when using full grid fomswap.
    • (normally I don't touch those files anymore, but that also means the game loads the default files in the VRAM no matter if they are being used or not)
    • if you play a full grid on FHD maxed and have only ~6 GB VRAM, you might prefer to use it
  • old versions do still work (see the Notes at the overview page) but will not get further support
Changelog 1.3: (Version 1.2 still available and fully functional)
  • changed the mod to work as standalone without any original fom_car files being connected/used any longer
    > results in bigger modfiles, but again and still all mipmaps are internal
  • driver numbers are now loaded from each team's _fom.erp file
  • real F1 driver numbers included and adjusted, rest numbers made transparent/empty
fomwithnumbers.jpg


See the updated readme.txt file in the package for further details.

Note:
This new way of complete standalone files gets rid of using fom_car.erp for driver numbers.
But that's it. You can still use version 1.2 for smaller files, if you are ok with importing driver numbers into fom_car.erp (or into my MyTeam livery template from the other mod).
Fixed a bug, where the livery for Haas was used from the Multiplayer, not from the mod.
That issue occured due to Codemasters' mistake, using the same carmodel id for fom and Haas, lol
Changelog 1.1:
  • adjusted and replaced all cam/vfx files for the teams

Additional note:
Driver numbers (except for #1) can only be changed within the original \teams\fom_car\wep\fom_car.erp file - I kept the textures included, but only #1 has an effect
  • Like
Reactions: RaceKing2016

Latest News

Are you buying car setups?

  • Yes

  • No


Results are only viewable after voting.
Back
Top