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Topic: Custom Car Pack 1 (Read 69933 times)
GulBroz
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Re: Custom Cars Number Avabilities!
«
Reply #195 on:
May 04, 2007, 04:20:58 AM »
Maybe that's a problem reading the configuration .ini file (must be in same directory as .exe).
If there is a problem reading this file, the GUI version of the packer will ask you if you want to compress the .bfs or not (as the packer previous version did), if reading is OK, nothing is asked.
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Shadow
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Re: Custom Cars Number Avabilities!
«
Reply #196 on:
May 04, 2007, 04:23:41 AM »
Its all in the same folder, it did pack as a 513 meg file previously . Weird. I'll reinstall packer and try.
Edit: I was in the middle of a repack as I said I'd reintall,,but lol the packing to longer to do and presto , its 517meg now.
I have never seen the option to pick compress or uncompress since using your updated packer, so is weird how it just packed uncompressed. I always use gui.
«
Last Edit: May 04, 2007, 04:30:06 AM by Shadow
»
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Shadow
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Re: Custom Cars Number Avabilities!
«
Reply #197 on:
May 04, 2007, 06:01:53 AM »
Ok looks like winrar is back in, I used 7zip on the 1gig bfs file that compressed really good. But now that the .bfs is 517meg (compressed), 7zip packs it up at 311meg which was roughly the same as winrar. So may as well stick to winrar since is more widely used.
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GulBroz
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Re: Custom Cars Number Avabilities!
«
Reply #198 on:
May 04, 2007, 09:04:24 AM »
As you want... btw WinRar is able to uncompress 7zip files, so that's not really a problem...
Looks like WinRar is best at compressing compressed data...
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Shadow
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Re: Custom Cars Number Avabilities!
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Reply #199 on:
May 04, 2007, 01:07:13 PM »
Well if winrar can uncompress it anyway , then i'll shoot for 7zip to save the extra few megs lol
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GulBroz
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Re: Custom Cars Number Avabilities!
«
Reply #200 on:
May 04, 2007, 01:57:20 PM »
Heddly, can you check GoKart in CustomCarPack1?
I think the "no turning while breaking" bug is back....
I did not noticed it yesterday, because I just run on "drag strip" track, so no need to turn...
Edit: I made other tests... and don't know if there's a problem or not...
«
Last Edit: May 04, 2007, 03:56:08 PM by GulBroz
»
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Heddly
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Re: Custom Cars Number Avabilities!
«
Reply #201 on:
May 04, 2007, 06:02:47 PM »
I finished testing skin3 today.
drag_racer while I was working on the car.bed for the 75 Nova I noticed what looks like the subframe is attached to one or more shocks or suspension parts.You can see in the pic that the chassis twists and pokes through the hood when the car moves from side to side.I have attached a new car.bed and camera.ini
GulBroz I ran the GoKart on the test tracks and the brakes seemed ok to me.I'll do some more testing on other tracks.
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kolnedra
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Re: Custom Cars Number Avabilities!
«
Reply #202 on:
May 04, 2007, 06:03:39 PM »
Quote from: GulBroz on May 04, 2007, 01:57:20 PM
Heddly, can you check GoKart in CustomCarPack1?
I think the "no turning while breaking" bug is back....
I did not noticed it yesterday, because I just run on "drag strip" track, so no need to turn...
Edit: I made other tests... and don't know if there's a problem or not...
worked fine for me and my friend, that problem i said earlier is also fixxed now, works like a charm
all skins aswell
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Mottz
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Re: Custom Cars Number Avabilities!
«
Reply #203 on:
May 04, 2007, 08:05:47 PM »
Quote from: Heddly on May 04, 2007, 06:02:47 PM
drag_racer while I was working on the car.bed for the 75 Nova I noticed what looks like the subframe is attached to one or more shocks or suspension parts.You can see in the pic that the chassis twists and pokes through the hood when the car moves from side to side.I have attached a new car.bed and camera.ini
I just figured out what this is today....Anything attached to the "Shear" Texture will twist or turn with the body.
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Shadow
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Re: Custom Cars Number Avabilities!
«
Reply #204 on:
May 06, 2007, 06:05:51 AM »
LMFAO , is this why the radiator would bounce/rattle throught the hood ?
Would be a cool effect for them cars with no hood to show a nice engine vibration
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drag_racer
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Canadian Drag Racer
Re: Custom Cars Number Avabilities!
«
Reply #205 on:
May 06, 2007, 09:34:06 AM »
lol, I don't think it works that way shadow......I had one car where the engine was really messed up, and come to think of it, I think the engine may have been assigned to the shear texture. Anyways, the engine was skewed, and bobbing up and down.
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Purple44
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Re: Custom Cars Number Avabilities!
«
Reply #206 on:
May 07, 2007, 12:38:11 PM »
Sorry guys the custom car mod is undergoing some tweaking ( their up to version 1.5 now ). So the release of carpack #1 is on hold for the moment. Maybe by this weekend.
You can still try out the beta carpack for now. ( it getting updated too ) And I think we will have to retest the skins after Shadow packs up an updated bfs file.
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Here a link to thread of my first track for Flatout:
Obstacle course track for FOv3 - page 2
Take many helping hands to make your first track.
Shadow
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Re: Custom Cars Number Avabilities!
«
Reply #207 on:
May 08, 2007, 01:55:56 AM »
Carpack 1 is in process now of being sent to purple. There will be a quick run thru of skins , to make sure all cars work with no error. The readme of all available cars need to be put in the .rar file and is finished and ready to go. Updates from Heddly were put in today along with Heddly's update on Drag's Nova for engine/tranny and camera .ini. I would think any more fixes could be released as a patch , or for sure tossed in with carpack 2 when its ready. There is a few menu cars that need fixing /touching up still but motter needs a break
A big thanks to Muratus for letting us include his 67 Camaro RS/SS from flatout 1.
This car was a real piece of work with Mur's blood sweat and tears which is one of the best cars he's done of his roughly 30 released cars.The conversion into FO2 had already been started by Muratus then finished off by myself/heddly/motter to its final product. Thanks goes to motter for giving up car 85 motorbike spot and also for fixing the black fenders and few other areas on front end of menucar to which was a big pain to fix(most menucars don't work in fo2 as they did in fo1). A big thanks to Heddly for his work on the menucar with proper wheels and combining/remapping textures to the menucar skin and for getting the lights fixed up FO2 style along with the great engine/tranny setup
.
«
Last Edit: May 08, 2007, 02:09:12 AM by Shadow
»
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kolnedra
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Re: Custom Cars Number Avabilities!
«
Reply #208 on:
May 08, 2007, 03:34:45 PM »
what does seem to be the problem with the pack then? O.o
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Purple44
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Re: Custom Cars Number Avabilities!
«
Reply #209 on:
May 08, 2007, 05:06:02 PM »
No problem with car pack, but Motter was kind enough to give up dirt bike so Mur's Camaro could be added to carpack. Camaro needed some work from Shadow, Heddly and Motter to get it ready for FO 2 since Camaro was one of the better cars made for FO 1.
And like Shadow posted, Heddly did some last minute fixes to some of the custom cars.
Packing up final version right now for testing.
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Here a link to thread of my first track for Flatout:
Obstacle course track for FOv3 - page 2
Take many helping hands to make your first track.
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