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rebelinho

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Everything posted by rebelinho

  1. Problem solved ;) It seems that the btrq file inside a bnk needs to be the original btrq from that same bnk. If the mod was based in the McLaren GTR the btrq needs to be the one from Atari's McLaren GTR. I was repacking Zoqqer's P1 with a copy of LaF btrq and that's why it wasn't working. Unpacked the original GTR bnk, took the btrq, re-packed the P1 with this included, and it's working good. One thing I need to test is if this (using the original bnk's btrq) only needs to be done when including it, or if every mod has to be like this. Taking the example of the Hennessey, Zoqqer's replaces Caddy Cien, and Combat's replaces Ford GT. Will the btrq made from Combat's mod work if it is applied to Zoqqer's mod? If this is the case I'll include btrqs for every mod available. For the 3 cars currently under construction it would mean one for P1, two for 918, and one for LaF (all three mods replace the Enzo). It might take a while until I release all this stuff due to a test I have saturday, so probably only in the weekend you'll hear from me again.
  2. LaF and 918 are done, 100%. P1 is almost there, but I can't get the btrq file to work. If I rebuild the bnk with it the car remains the same, it seems the game does not read the new btrq file. I'll do some more testing, but it might not be solvable. In that case I advise people to install Zoqqer's mod over the default choice, McLaren GTR, or any other car that has a redline of at least 8000rpm.
  3. So far it works flawlessly, the coordinate system is perfect. And the graphs seem to be working good, no major mistakes in the values/shape. I didn't went bug hunting though, nor I will. I expect people who work with this tool to do so responsibly, so I haven't even tried to cross points by giving them wrong coordinates.
  4. I like this car even more than the 250 GT California, and that says a lot. Thank you so much for bringing these kind of machines into our beloved game. As for the textures I don't care. If it was something visible from the cockpit view or some really big area, it perhaps might matter, but in that place, for me, it's completely okay to use the same texture as in the rest.
  5. This looks way more awsome than I could ever expect. Seems like a return to the good ol'days, a remastered Colin McRae Remastered.
  6. Ermmm, I guess this isn't how the car is supposed to look right? :hmmm: This is the unchanged bnk. While testing the modded bnk it was looking like this so I downloaded the rar again, installed the files, but it shows up the same way.
  7. AFAIC this isn't needed, it was even helpful when I had to rearrange the curve and to prevent some points of getting out of place. With the coordinate system it is even easier. I'll test this new version right now. What kind of bugs should we be expecting?
  8. Hi there. I have this one request I'd love to see fulfiled. The legendary and absolutely beautiful Ferrari 312T driven by Lauda and Regazzoni in 1975. As I can't find any models for the even sexier 312T2, this is my choice. I can get physics for it, so if any modders read this and can do the 312T2, it would be perfect. In case it does not exist, the 312T will be more than enough. I can send the model by PM if anybody wants to give it a try.
  9. My next three days will be a mix of exclusively beer and football, so don't expect any news from this side. LaF is about 90% done, 918 about 60%, P1 is yet to be started. More updates will arrive on Monday. Have a great weekend lads! :fld:
  10. Tanks for the help Djey, it works. Testing the new bnk as we speak.
  11. No, the car is completely fine, I can drive it, repaint it, everything, but it doesn't appear in the dealership. If I edit a car I already had in my garage I can drive it, etc, but if I didn't have it before, I can't buy it. Went to TDUPE, exported the LaF and 918 packs, replaced the whole DB folder with a backup I made yesternight before editing the 918, re-installed the btrq and performance packs, and now it works. The only thing I haven't done is change the model in TDUMT. But I've done this so many times I highly doubt that's the reason. I really don't imagine what can cause this... Edit: Changed the names, everything continues fine. I did exactly the same as before AFAIR
  12. Cmon guys, this has surely happened to someone else... Now it's the Ferrari Enzo that doesn't show up. Installed StarGT's LaFerrari over it, changed the physics, and it just disappears. In the Databse it says that the car is there, but somehow when I enter the game it isn't. Any ideas?
  13. Well, how can I do it then? With which tool?
  14. Hey Zoqqer, do you have any idea wyh this car's exterior bnk doesn't have a btrq file?
  15. Yes, yes, you're right. I was too hasty in that "remove the graph!" thing. It may be important. Anyway, I'll leave you with your programming. Edit: Do you want me to send you the non-linked-graphs files?
  16. As for this problem, either you fix it in a way that we changing Torque changes Power automatically and we see but not change the Power graph (or to avoid confusion just delete this option altogether, if I can't or shouldn't be able to adjust it I prefer not to see it in the first place), or you give us the option to adjust both of them independently. But given the btrq file only holds Torque information does this mean that every change I've been doing in the Power graph has no effect in the game? If this is the case then the first optin might be the best, just to avoid further mistakes. And please do add a coordinate system, placing the maximum torque and maximum rpm points is a complete pain :D
  17. Oh no it does not happen. I too got a bit surprised how Torque and Power could be adjusted separetely, but didn't give it much importance. When I was editing the Tesla btrq, if it wasn't for the freedom in adjusting each graph by its own, those physics would never match the real graphs. If you look at this... You can see the formula P = 2pi.w.T doesn't apply here. For example, at 3000 rpm = 50 rps, Power is 335 HP = 249809 W, which gives 795 Nm = 586 lb.ft . As you can see the graph doesn't show this value... I think we can consider this the real life variables the formula doesn't have in mind. And as you can see here... It is indeed possible to give values to torque and power that won't follow the Power formula.
  18. I'm having a problem with this tool. When I edit the Power graph everything goes well. But then I edit the Torque graph, and it changes the Power values, like there is a link or a proportion between the two that can't be broken. And the same for the other way around, if I edit the Power graph it will change the Torque graph. This only happens sometimes, and I can't figure out why...
  19. That's the top speed? The last time I tested it in reverse it still got to 215 kmh in 1st, so it might have been reduced. But those 298 kmh I hit were something else :D Do you have any specific cars for which you might want/need physics? If not my next will be the Alfa Romeo 33 Stradale, Ferrari 250 GT California and Porsche 918. Edit: Just noticed you were driving in gravel, so yeah, it might still reach above 250 kmh in tarmac.
  20. Tesla Roadster Sport and Alfa Romeo Montreal released, check the index for the links. I'm now accepting suggestions. Please be aware that I'll not accept every single one of them, for various reasons.
  21. I will, but the editor lets us adjust two curves... Although that thing you said actually makes sense. If the btrq only has one curve, the Torque, it expains why Power changes it. As there isn't a Power curve, the Torque adjustments can't change it. Anyway, I'm not the best to talk about all this stuff, so I'll stick with what I know: it works :D
  22. Thanks fot the support. It is almost finished. I have but one problem, that didn't happen in the Tesla. I was using the btrq editor to make a more realistic Alfa Romeo Montreal, but after editing the Power graph, if I edit the Torque graph, it will change the Power to those values. It's like both grpahs are linked to each other. This didn't happen with the Tesla. Maybe this happens because the btrq I edited for the Tesla was a stock one, and the one from the Montreal was modded previously? I don't know, but I'll give it a try with a stock file and see what happens. --- Post Updated --- Well... I edited acopy of the Tesla btrq to the Montreal values and it still did the automatic correlation. No idea why. So I closed the program, re-opened it, and did the exact same thing I did for the Tesla, but with the Montreal values. It worked. It seems like we have to edit the Power first and then the Torque, otherwise, if you edit the Torque first, when changing the Power it will overwrite the Torque settings.
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