Ghoults
Lasse Luisu
Rf2 is a ton more work in 3d and texturing. To get a model from 3d software into just rf2 devmode already takes at least 4x more work. Then get it from dev mode to the main game... Not because there are more features but because there is a lot more manual work for less functionality. Sure the setup changeable car parts are nice but it is a massive chore to get it to work without issues and documentation. Plus with ac you are working with a product that is well understood and well documented with great tools.
Just to set up a material for rf2 you need to set up 4 uvmaps for the shader you know you want and there is no info at all which uvmap uses which texture slots. Skinnable materials need to be manually set in text file, named correctly and after all that work it is just the main diffuse texture that can be skinned. In ac you just unwrap the part, press export, assign and adjust the shader. To make a texture skinnable you don't need to do anything as all textures are skinnable by default. The cars in rf2 even require cubemap for environmental reflections which is never used outside of the development tools because tracks have their own. And tracks can break the shaders of your car making it look totally different. Just think about that...
99% of the text files contain no useful information at all about the parameters and what they do. Or if it even does anything anymore. Everything needs to be set up extremely precisely in certain way. In ac you can just roll your face over the keyboard and then export it and it all works. As long as you have couple of nulls named right the rest can be whatever. In rf2 you need to setup the material names, texture names and object names exactly like is explained nowhere then fiddle with some undocumented text file following the obscure 1998 sportscar gt way of doing things. Go over it hundred times and you finally figure out all the ways everything is linked together. Then do some of it again when you move from devmode to main game.
In ac if you don't know what to do just read the official documentation. Rf2 95% of the modding pipeline is undocumented and there is zero information about it so you end up digging through old rf1 threads trying to find those nuggets of information you need. Would not recommend. Physics is better but good luck if you get there before self harm happens...
I recommend everybody to try to make something in rf2. It just gives you a whole new appreciation how easy and effortless ac modding is compared to rf2.
Just to set up a material for rf2 you need to set up 4 uvmaps for the shader you know you want and there is no info at all which uvmap uses which texture slots. Skinnable materials need to be manually set in text file, named correctly and after all that work it is just the main diffuse texture that can be skinned. In ac you just unwrap the part, press export, assign and adjust the shader. To make a texture skinnable you don't need to do anything as all textures are skinnable by default. The cars in rf2 even require cubemap for environmental reflections which is never used outside of the development tools because tracks have their own. And tracks can break the shaders of your car making it look totally different. Just think about that...
99% of the text files contain no useful information at all about the parameters and what they do. Or if it even does anything anymore. Everything needs to be set up extremely precisely in certain way. In ac you can just roll your face over the keyboard and then export it and it all works. As long as you have couple of nulls named right the rest can be whatever. In rf2 you need to setup the material names, texture names and object names exactly like is explained nowhere then fiddle with some undocumented text file following the obscure 1998 sportscar gt way of doing things. Go over it hundred times and you finally figure out all the ways everything is linked together. Then do some of it again when you move from devmode to main game.
In ac if you don't know what to do just read the official documentation. Rf2 95% of the modding pipeline is undocumented and there is zero information about it so you end up digging through old rf1 threads trying to find those nuggets of information you need. Would not recommend. Physics is better but good luck if you get there before self harm happens...
I recommend everybody to try to make something in rf2. It just gives you a whole new appreciation how easy and effortless ac modding is compared to rf2.