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PostPosted: Tue Mar 06, 20:17 Reply to topicReply with quote
Hi!

Is it possible to edit the tracks in RT? How should I do?
I was thinking of making some new textures for the road and add more spectators and so on...

How should I do?


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 YorT
 
 

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PostPosted: Tue Mar 06, 22:32 Reply to topicReply with quote
If you want to create/modify a tracks structure you will need max 5 or higher, as Bugbear has created a plugin for Rally Trophy.

If you want to modify the textures all you need is BZF manager and a texture editor that will modift .tga files.

Extract textures from tracks with BZF manager, modify them and then import using BZF manager, its as easy as that.


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PostPosted: Tue Mar 06, 22:44 Reply to topicReply with quote
Thank you for your reply!

So what you're saying is that if I want to edit the tracks, I'll need 3ds Max 5 or higher?

I could almost imagine that I need a texture editor (Photoshop CS2) to make change to the textures...

Btw, how do I install wheels? I have downloaded a wheel seperatly but cant really get it to work in the game...


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PostPosted: Wed Mar 07, 07:08 Reply to topicReply with quote
This explains exactly how BZF Manager works
https://www.nogripracing.com/forum/showthread.php?t=1813

when you have exported a car into a folder, overwrite the tire_TGA texture with what you have and then import either the whole folder back into the game or just the tire texture.

Thats all there is to it.

BTW I just use Photoshop or PSP as long as you have a texture editor that can do tga's


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PostPosted: Wed Mar 07, 14:19 Reply to topicReply with quote
Thanks! I will try it out ASAP Very Happy


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PostPosted: Wed Mar 07, 20:07 Reply to topicReply with quote
Well I cant really get this to work. I name the new tire: Tire_intermediate.tga and place it in ExportedData/car_2
The I open BZFManager and select Import/Edit. Then I choose the tire tga in car_2 map in ExportedData. After that I push the yellow disc icon. Then I get the tire in BZF Manager.

But there no sight of the tire in the game, so I must miss a step somewhere?! Cool


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PostPosted: Thu Mar 08, 08:28 Reply to topicReply with quote
Sounds right, but instead of the yellow disk.
Press "Import" and the "import selecetd items".

You should be able to see a preview of the tire_imtermedate.tga as you select it.


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PostPosted: Thu Mar 08, 10:53 Reply to topicReply with quote
Yes, I get a preview in BZF Manager of the tire. I will try out the suggestion you sad...


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PostPosted: Fri Mar 09, 22:53 Reply to topicReply with quote
Any success??


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PostPosted: Fri Mar 09, 23:23 Reply to topicReply with quote
Unfortunatly not. but I think I have an idea why it doesnt work. The weels on the car (Volvo 240) are own 3d model. The wheels on the original cars has only textures on them. Possible?

If so, is it possible to change so that the car can use the same wheel typ as the Rally Trophy original cars have?


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PostPosted: Sat Mar 10, 00:31 Reply to topicReply with quote
You are right in your observation, the wheels of RST013's later models used 3d wheels which mean that the tire_intermediate.tga is not applicable in his models.

The only way to change it is to re-model his car using original wheel model.

Try it on another car and you should get the result you are after.


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PostPosted: Sat Mar 10, 14:07 Reply to topicReply with quote
Yeah, it's a shame though, since it would be cool to use 240 wheels (VolvoMan's) on a Volvo, instead of a Opel Kadett...

Is it hard to change (what you sad) in RTS013's model?


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PostPosted: Sat Mar 10, 22:17 Reply to topicReply with quote
Very simple to use if you have a modeling program. I use Zmodeler 1.07

All you do is delete the wheels, import an original set of modeled wheels into the Volvo model, then export the model and thats it!!.
Then you are able to use the tire_intermediate.tga based on the original wheel model that was imported.


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