Evolution Modding
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Cars, Skins and Tracks for GTL/GTR2
 
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COSTS PER YEAR: 150€Problem with new paintjobs... Pixel
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0fflabeluse




Anzahl der Beiträge : 174
Anmeldedatum : 2015-01-08

Problem with new paintjobs... Empty
PostSubject: Problem with new paintjobs...   Problem with new paintjobs... EmptySat 27 Oct 2018, 11:00 pm

Not sure if this is the right forum, please feel free to move it to the right place, if its not. Nontheless, I'll ask straight ahead:

Following problem: I'm trying to put a new paintjob into P&G (a Lotus Elan), therefore I create a new folder with all the relevant files, change the 'number'-line in the CAR-file, rename all the textures I unpacked before to match the new number, repack everything, start the game and...


...nuffin' happens.



If I drop that texture (actually a plain white one to check things) into an existing car's folder, it works. If I go and replace the textures in the GTR-file of a working car, it works, too. If I try to load the renamed package, the trace file tells me:

O_BaseGz.cpp 8759: CUBE error loading scene file USERDATA\tmpvehicle.scn: Error loading global material WC_TEAM_BODY1_PA

I'm running a bit out of ideas what the issue is. Any pointers? Thanks in advance.
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bonnier

bonnier


Anzahl der Beiträge : 476
Anmeldedatum : 2014-03-27
Ort : Stockholm, Sweden

Problem with new paintjobs... Empty
PostSubject: Re: Problem with new paintjobs...   Problem with new paintjobs... EmptySun 28 Oct 2018, 8:12 am

You also need to replace the original car number references inside the various gmt files found in the LOTUS_ELAN26R_MASK file.
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0fflabeluse




Anzahl der Beiträge : 174
Anmeldedatum : 2015-01-08

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PostSubject: Re: Problem with new paintjobs...   Problem with new paintjobs... EmptySun 28 Oct 2018, 8:59 am

Hm, I already wondered why there are extra body-GMT's in the mask-GTR. Gonna have a closer look at them. Thanks for the moment, I'll let you know Smile
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0fflabeluse




Anzahl der Beiträge : 174
Anmeldedatum : 2015-01-08

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PostSubject: Re: Problem with new paintjobs...   Problem with new paintjobs... EmptyMon 29 Oct 2018, 5:14 pm

Problem with new paintjobs... Png_iwr-1

GOOD

Actually, for the moment I just removed the MTS-files from the MASK-file, so it has to fall back on the bodies from the OBJ.GTR-file. That's okay for a paint booth dummy to simply check things ingame, but I'll have a closer look at it when making standalone. Smile
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bonnier

bonnier


Anzahl der Beiträge : 476
Anmeldedatum : 2014-03-27
Ort : Stockholm, Sweden

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PostSubject: Re: Problem with new paintjobs...   Problem with new paintjobs... EmptyTue 30 Oct 2018, 10:08 am

It's usually easy to change the car number references in the gmt files. I'm using a program called Notepad++. Just remember to always use the same number of figures/letters (5 for P&G cars) as the one being replaced or otherwise the gmt will get corrupt and not working.
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0fflabeluse




Anzahl der Beiträge : 174
Anmeldedatum : 2015-01-08

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PostSubject: Re: Problem with new paintjobs...   Problem with new paintjobs... EmptyTue 30 Oct 2018, 12:10 pm

Ah, simple text editing like in good ole' F1C-days. Trying that over a 3D-programme drove me a bit nuts...

Thank you for your help! Smile
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