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FOJ Forums  |  Flatout 2  |  Mods  |  Topic: HELP: need help about FO2 Mod for local LAN party 0 Members and 1 Guest are viewing this topic. « previous next »
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Author Topic: HELP: need help about FO2 Mod for local LAN party  (Read 1400 times)
raylight6
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« on: May 17, 2012, 05:18:35 AM »

Hello together,
I'm still working on my custom mod of FO2 for our local LAN party on saturday. what should i say...nothing works. :-(

Ok, where should I start ?!?

My mod is - OF COURSE - based on the flatoutjoint mod.

filesystem looks like this:

fo2a.bfs
fo2b.bfs
fo2c.bfs
patch1.bfs
FOJs_Community_Mod.bfs
FOJs_Community_Mod_Trackpack1.bfs
FOJs_Community_Mod_Carpack1.bfs
FOJs_Carpack2_and_updates.bfs
FOJs_Community_Mod_Updates2.bfs
main_menu.bfs
start.bfs

I made some little changes to the images at startscreen, menu etc. So these files are:
main_menu.bfs
start.bfs

What I did / want to do is:
1. our players like some of the carpack 2 cars very much. so i want them to keep in the list of available cars.

2. also i want to select some of the cars of carpack3, carpack4 and some other cars i got here and there from custom car download sections.

Problems:
1. some cars overlap in car numbers so i decided to renumber the cars.

what i found out is:

unpack .bfs file for data\... folder structure

to change a car from no.1 to no.2 you have to rename several files and edit some of the config-files inside the folder structure:

e.g. changing car046 (1946 Chopsader) to car068

Rename folders and files

rename folder data\cars\car_46 to car_68
result:
data\cars\car_68

rename folder data\menu\cars\car_46 to car_68
result:
data\menu\cars\car_68

rename file data\menu\cars\menucar_46.bgm to menucar_68.bgm
result:
data\menu\cars\menucar_68.bgm

rename files in data\sound\engine\ to new car number:
e.g. car46_idle.wav to car68_idle.wav
result:
car68_idle.wav
car68_offhigh.wav
car68_offlow.wav
car68_offmid.wav
car68_onhigh.wav
car68_onlow.wav
car68_onmid.wav

caution :
dont rename files in data\cars\shared\
e.g. the number of the tire-file because it is combined with the car model. if you change the file names, the model has to be updated or the model will search for original file names as car46 has been created.


Edit files

data\cars\car_46\car.bed

change names for car samples sound settings from old number to new number
example:

-- Car Samples Sound Settings

sses.IdleSample                       = "engine/car68_idle.wav"
sses.GearShiftSample                  = "gearshift/gearshift_1.wav"
sses.NitroShotSample                  = "gearshift/nitroshot_subsonic.wav"
sses.NitroLoopSample                  = "gearshift/nitroloop_2.wav"
sses.OffLow                           = "engine/car68_offlow.wav"
sses.OffMid                           = "engine/car68_offmid.wav"
sses.OffHigh                          = "engine/car68_offhigh.wav"
sses.OnLow                            = "engine/car68_onlow.wav"
sses.OnMid                            = "engine/car68_onmid.wav"
sses.OnHigh                           = "engine/car68_onhigh.wav" 


edit the displayed car name and creator:

data\cars\car_46\custom_data.bed

if file doesn't exist, create it with the following content:

customData = {
       Name = "Crusader",
   Author = "skins by raylight",
}


=======================================================
Well, at the moment i tried to rename car 102 grid mustang to car number 048. whe i start the game i get an error message like:

"propertyDB. could not found property GearShiftSample in table samples"

But i didnt change something in this area. every car.bed file contains the line.

       sses.GearShiftSample                  = "gearshift/gearshift_8.wav"
 
First, it was gearshift_8.wav or so and i changed it back because i thought it would work with default (gearshift_1).

=================================================
Is it possible to take some of the carpack cars of pack 3 or 4 and make a new package with new car numbers ?

would be very very nice if someone can help me.

sorry for my english...I'm german. ;-)
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Purple44
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« Reply #1 on: May 18, 2012, 03:09:02 AM »

Hi, I can give you a little help. One, community mod should be loaded with patch file, not filesystem file. I only load skins and Heddly's car mods that change how stock FO2 car look.

Here what my filesytem file look like. I got 4 skin packs being loaded:

fo2a.bfs
fo2c.bfs
fo2camsfinal.bfs
car21_Crusader.bfs
MixerTruck.bfs
megaskinpack.bfs
megaskinpackfinalpart2.bfs
megaskinpackfinalpart3.bfs
aiskinpack.bfs


********************************************


You should have a patch file that list the bfs files of the community mod:

patch1.bfs
FOJs_Community_Mod.bfs
FOJs_Community_Mod_Trackpack1.bfs
FOJs_Community_Mod_Carpack1.bfs
FOJs_Carpack2_and_updates.bfs
FOJs_Community_Mod_Updates2.bfs

main_menu.bfs
start.bfs



You did list main_menu.bfs and start.bfs files in the right spot. If you going to make changes to community mod ( parts 1-5 ), bfs files need to be listed after FOJs_Community_Mod_Updates2.bfs.

Test stock community mod patch file and make sure stock community mod works:


patch1.bfs
FOJs_Community_Mod.bfs
FOJs_Community_Mod_Trackpack1.bfs
FOJs_Community_Mod_Carpack1.bfs
FOJs_Carpack2_and_updates.bfs
FOJs_Community_Mod_Updates2.bfs


You are using De Stan Flatout mod manager that come with part 5?

If stock community mod is working, then add main_menu.bfs to the patch ( drag file on to mod manager window ) and restart FO2 and see if game crashes. If it does, then the change you did is causing problems with the mod.





About loading cars, you can load carpack 1 and 2 or you can load carpack 3 and overwrite carpack 1.

Suggest you load the 2 carpacks that give you the most customs cars you want to use for LAN. And then start making a custom bfs file that will load the other custom cars you are missing. Or download some single custom car bfs files and then add to end of patch file:

patch1.bfs
FOJs_Community_Mod.bfs
FOJs_Community_Mod_Trackpack1.bfs
FOJs_Community_Mod_Carpack1.bfs
FOJs_Carpack2_and_updates.bfs
FOJs_Community_Mod_Updates2.bfs
main_menu.bfs
start.bfs
car129_Ccab.bfs
car130_41Willies.bfs
car136Viper.bfs



Found this post about renumbering custom cars:

To renumber a car:
Unpack car or cars and you have a "data" folder with all the other folders inside. For example for car 46 to be car 47.Take the jupiter car46, inside "data/cars" folder you rename "car_46" to "car_47". You do the same for "data/menu/cars" , rename the menucar file and folder to 47. Now check in "data/sounds" folder , if any new engine sound files there with car 46, rename to 47(when you rename engine sounds you will need to update the carbed file in "data/cars/car number which would be 47 now as you already changed it.So scroll down to bottom of carbed file and change 46-47 for sounds as you did for carsounds files.)

You are now done accept for wheels, which you can't change without zmod. The tire will still work as your carbed file is telling the game to use tire46. Technically you can rename tire mesh.bgm to 47 then in carbed file change tire to 47 but the texture file needs to be 46 since in zmod program , tire046.dds has bin assigned to the mesh.So when tire46 called upon by game the .bgm file looks for tire046.dds automatically. If tire046.dds not found in game then it will the tire mesh will  crash game saying tire046.dds not found.
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« Reply #2 on: May 18, 2012, 11:56:14 PM »

Use caution on the data/sounds/engine files.Check the car.bed first, some of the car modders used stock sounds for their custom cars. It is best to be sure what the sound the car.bed is searching for.

About the tires/wheel numbering. I mapped the wheels on some of my cars to the skin.dds, so that you can change the tire_#.dds name to any number that you use for the car without editing the tire model to change the assigned texture to the new number.

The only option otherwise is to keep the same name and number for the wheels and be sure that no other car that you change uses the same tire_#.bgm or tire_0#.dds and you should be ok.
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