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TOPIC: Modding Questions

Modding Questions 07 Apr 2021 00:55 #115381

  • THETJVIDCHANNEL
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I think he uses a [suspension] setting in data/gamedata. I don't know where he discovered the setting from, but I would imagine that is how it works.
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Modding Questions 08 Apr 2021 12:40 #115388

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Another question)
How to make floating xx RPMs?
For example, on xx RPMs 750 up to 800 and go back
How possible to make it hard to start engine? I want the RPMs that did not grow instantly when starting up.
I know there is a parameter responsible for the spinning time of the starter, we exclude it.

I am working on a Mazda RX-7 FB (1985), it has rotary engine and I want to make unstable idles. Also I need some help in physics and texturing.
The car is almost ready, it remains to make pictures with a choice of colors, deal with some textures, tweak the physics, correct the display in the central mirror (very pixelated) and make a sound for the rotary engine.

After there are plans to do Mazda RX-7 FC, Mazda RX-7 FD, Mazda RX-7 FD in VeilSide, Mazda RX-8. All car I want make left hand drive.
Last Edit: 08 Apr 2021 13:00 by CrashRX8.
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Modding Questions 09 Apr 2021 02:59 #115390

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I haven't come across any cars that have an unstable idle RPM before, so I don't believe it is possible. You would probably be able to replicate the unstable idle RPMs with the custom sound. If the sound has an unstable idle and the game also has an unstable idle, it would probably conflict and make it sound strange, so its probably best to only embed it in the sound.

The best you could do to make the engine harder to start is playing with the flywheel radius and the starter torque. A larger flywheel with lower torque will take more time to start.

I'm interested in seeing how your mod is coming along, you could post some pictures in the Work-in-Progress Mods thread.
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Modding Questions 11 Apr 2021 21:12 #115399

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I managed to make a calliper flexile the way Heisenberg did. Later I'll explain how.
How can I use or is that possible to use these parameters:

«ManometerSectionsNumber»;
«MmtrZeroOffset»;
«MmtrMinPressure»;
«MmtrDivValue»;
«MmtrDivAngle»;
«MmtrDivCount».

I'd like to try to make 2 oil arrows work (the second arrow is for the battery). I did the first oil arrow with the help of OilManometer...and the other one I want to make with Mmtr...but I have no idea what to write here: CarProperty.ini «[saloonDetail]».
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Modding Questions 12 Apr 2021 01:10 #115400

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I haven't used Mmtr before. Where did you find these parameters?
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Modding Questions 12 Apr 2021 08:51 #115401

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THETJVIDCHANNEL wrote:
I haven't used Mmtr before. Where did you find these parameters?

steamcommunity.com/sharedfiles/filedetails/?id=1217264675
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Modding Questions 15 Aug 2021 19:55 #115631

I want to import the default Ford Transit passenger van (I believe its Car160, but I can't tell if its the cargo one at this point - if anyone knows that'd be great) into 3DS Max 9. Basically I want to export it to .obj is the end goal.

I followed citycardriving.com/forum?view=topic&catid=26&id=107081 carefully and succesfully setup 3DS Max 9 with the Nebula2 plugins.

I can import the license plate .nvx2 file of the vehicle, however anything else results in this error: i.imgur.com/8ineS92.png

Text format (for Google searches):

*** NEBULA ASSERTION ***
expression: this -> vertexWidth == this -> fileVertexWidth
line: 141

I researched into this problem and it turns out it's because the van is exported to the new format with the new exporter.

I downloaded the new exporter from citycardriving.com/forum?view=topic&catid=7&id=66643&start=140#112487 and extracted the contents to the 3DS Max 9 directory and restarted the app. It made no difference at all.

I found the .ini file which had some paths to be defined, and tried that. I even tried setting the "Path Setting" in 3DS to the nebula2 folder or my CCD install directory, with forward and backward slashes. None of that made any difference, so clearly it's not having any issues finding the nebula2 folder.

I'm asking because surely I would at least see a difference in behaviour with this new plugin? This makes me think I made a mistake somewhere.

I also found github.com/gyoerkaa/nvx2loader, tried importing to Blender 2.79 and 2.8+, but it always results in this error. It can't even import the license plate mesh which seems to be the old format still.

Traceback (most recent call last):
File "C:\Program Files\Blender 279\2.79\scripts\addons\nvx2loader\__init__.py", line 79, in execute
from . import import_nvx2
File "C:\Program Files\Blender 279\2.79\scripts\addons\nvx2loader\import_nvx2.py", line 11, in <module>
from . import nvx2
File "C:\Program Files\Blender 279\2.79\scripts\addons\nvx2loader\nvx2.py", line 7, in <module>
class VertexComponentMask(enum.IntFlag):
AttributeError: module 'enum' has no attribute 'IntFlag'

location: <unknown location>:-1

I had also tried NinjaRipper, and according to the log it hooks to starter.exe properly, but it can only rip 7 textures, all of which are screenshots of the game. I tried the other modes in it to no avail.

Even if NinjaRipper could work I'd rather import the actual nvx2, since some rotation data can be lost with NinjaRipper.

Would appreciate any help in getting this working, thanks, or if anyone else had this error.
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Modding Questions 18 Aug 2021 06:21 #115639

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udsyfge76gdfgjk5 wrote:
I want to import the default Ford Transit passenger van (I believe its Car160, but I can't tell if its the cargo one at this point - if anyone knows that'd be great) into 3DS Max 9. Basically I want to export it to .obj is the end goal.

Warning: Spoiler! [ Click to expand ]

Hello, sorry for the late reply.

I do not believe it is possible to import these models. Initially, I thought it could be imported using the new exporter, but this was not the case.

I suppose the developers do not want people ripping their models for use in other programs.
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Last Edit: 18 Aug 2021 06:21 by THETJVIDCHANNEL.
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