Racetrack_SponsorArt.mas – contains sponsor-specific track assets.Racetrack_Anims.mas – contains track anim files.Racetrack_Maps.mas – contains track texture files.Racetrack_GMTs.mas – contains track GMT files.Racetrack.mas – contains the track spinner icon.aiw, etc.), and each should have a unique name since all layout mas files will be in the same component mas.Īn example of a simple and efficient track component would be: Each layout-specific mas file should also contain other layout-specific files (.gdb. location components must have a separate layout-specific mas for each layout containing at least the.Try to keep this file small since we will be checking it often, and large files take longer to check. vehicle components should have (but aren’t required to have) a common mas file for all of the non-graphics files, such as the various.This mas file should probably be separate, and should be named something unique like c6rteams.mas, not teams.mas, since mas files from a few different vehicle teams could be opened at the same time. vehicle components must have a single team-specific mas file contains all skins and veh files for each team.You can arrange your mas files any way you want, but vehicle and location components have a couple of special requirements: Any file type may be drag-and-dropped into the utility. mas files using the gMotor 2 MAS File Utility. ![]() To create a Component, you must first place all of its files into one or more. combine the components and rfm mas file into a Mod using the Mod Packager. rfm file for the mod, and its two associated icon files.ģ. Currently, the Mod Packager tool will only create a Mod from installed components.Ģ. create and install the components using the Component Packager, or use already installed components. ![]() There are three steps to create a Mod after your content is finalized:ġ. adding a mod manifest file to the Manifests dir.adding an rfm mas to the Installed/rFM dir.updating a component’s manifest files if the component already exists.adding its components to the Installed dir, or.Mod files must be located in a dir called Packages under the rF2 root dir, so the in-game mod installer can find them.Ī mod consists of at least one Vehicle and one Location component, and optionally others. Certain non-core components will also be pre-installed into the Installed dir, along with their manifest files. ![]() Core components cannot be modified - the game will check these components and won't run if they've been modified. Core components are pre-installed into the Core dir. Every component includes a manifest file located in the component sub-directory. Installation of mods consists of extracting the mas files from the component / mod file to specific directories.Ĭomponents are located in two directories: Core and Installed. There are very few loose files anywhere, as almost every file is in a. The rF2 retail build uses only packaged components and mods. Both mods and components are installed using one of several different installers: in-game from the UI, using the stand-along ModMgr utility, or using utilities in both the Component Packager and Mod Packager. Mod files are created using the gMotor 2 MAS File Utility and its two pop-up applications, the Component Packager and the Mod Packager. A mod is just a collection of components, also combined into a single deliverable. All of these files are stored in one or more mas files, and combined into a single deliverable. A component is the collection of files comprising a track, vehicle, HUD, even a UI. RFactor 2 (rF2) content is very similar in layout and file types to that used in rFactor, but now must be in the form of mods and components.
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