My only guess is that the tire size in "tires/stock_(front/rear).vtif" is not correct (I haven't changed it). I reset Xform and reset the pivot to the center but nothing changed. It wasn't as bad with low speed collisions but with high speed collisions the wheels start rotating around an invisible axis. Same problem I had with the CTR's wheels before. I think this happened after I changed the solidbody but I am not completely sure.ģ. The car is sitting higher than it should be. If I change the ride height in the suspension part file it doesn't change anything. I don't get fast enough on the other tracks to see if it still happens there. There are some collision noises that I thought might be the body hitting the ground but I never really figured it out. I noticed this on one of the tracks in The Very Track Pack (The biggest oval one, I don't remember the name). Sometimes the steering locks up above 175 mph. Right now I have 3 other problems I am trying to solve.ġ. Right now it tops out at 243 but I stopped messing with those files because I thought it would be better to focus on getting the model fully in the game first. Either way, deforming for this car will be hard because I have been trying to get it to break 300 mph (it is the flatmobile, after all), so I have to get the deform pretty good otherwise it will be weird. I think I either have too many collision spheres or they are not in the right places. I think the deform might be weird because of where I put the collision spheres, I edited the solidbody to cover the body and it seems to have made the body deform better, but things like the fenders and the engine are still deforming pretty poorly. panl file named after every object on the model).Attach grille to hood etc,control hinges (you need joint dummy on model for these) and drop off hereĬareer folder (containing chassis assembly from all you parts files)Īudio folder containing sound banks and sound reference files Parts folder including all the parts bugear has in /shared (containing at least 1 of every part linked to either chassis or engine(engine parts)) Tire_fl/fr/rr/rl ("#car_rim" "#car_tire" materials) panlĬollision spheres (CollisionModel = true)
Proxy deform zones plus corresponding deform filesĭummy joints plus addition parts added to corresponding. tga in max/blender and located within chassis/art and converted to game format from within /chassis/art.
Hop this helps.īody (origin at 0,0,0) ("body#car_body" material)īrakedisc_fr/fl/rr/rl ("#car_metal_nodeform" material) (origin at center of mass)Ĭollision_top (CollisionModel = true) (origin at center of mass)Ĭollision_bottom (CollisionModel = true) (origin at center of mass)Īll texture must be assigned as. This link might help explain what I am trying to say.Īlso I have attached the FO2 rim and tire list to sort out the what car uses what rim and tire number combination that each car uses. 3DS files with all parts with their proper orientation. BGM files is Zmodeler2, It does not do a very good job of exporting. I'll post some updates in here once things are under way!Ĭlick to expand.Hello Halal Meats, The only program I know of to import thr FlatOut. I'm hoping the process speeds up once I have a better idea of what I am doing. Take a look at the photo I attached if you are curious. Its probably going to take a very long time to finish this because all of the models import with the parts weirdly inverted, so I have to essentially reassemble the entire model. I hope the textures are numbered the same as the wheels because that would make it a lot easier. I have the sounds too but I am debating whether I should use them or not, considering NCG has better sounds anyways.Īnother issue is that I have no idea what wheels correspond to what cars, since they re-used them in the original game. I've gotten a few to work by deleting some unnecessary bits and attempting to export them again, so I am assuming it is a fixable issue for now. The models are already in the right format, though a few of them are being fussy and not exporting properly. Since it seemed like progress on the game was slow anyway I sort of took a hiatus and gave up.Īnyways, so far I have all of the files and all of the textures, though I will likely need to convert the textures to the right format.
The first time I got stuck with issues from this "solidbody" error, and I didn't have a clue how to texture anything. This is my second attempt to port over cars from Flatout 2 to Wreckfest.