jsonįor this guide let's assume your car is called 'Studio397': Studio397.json If you don't know how to create a custom livery see How to paint a car with the new material system. Step 2: Collect all your livery files into that folder.Ĭollect all of your custom livery files inside 'Bentley League Updates' folder. So for example, choose something like 'Bentley League Updates'. The name is not really relevant other than for yourself. Make a folder (on your desktop) with the name of the car you want to create an update for. That includes what physics, upgrades and sound the vehicle has (things we typically do not want to mess with) but also information like: A VEH file contains all of the details for any specific car. So we need to setup a collection of new VEH files and attach our liveries to those. When creating an update of a base component, what we're effectively doing is starting with just the physics, audio and graphics data for that vehicle and defining the actual cars (VEH files) ourselves, replacing the ones that were in the original update that came with that car. This method does require a little extra work, but once you get the hang of it should be relatively easy to keep doing. All clients have the full content before joining the event.
Trackname_Main.mas where trackname.tdf and trackname Icon go. Once you have made those icons, go into My Documents\rFactor2\Installed\Locations and pick an ISI track folder, open it up and open the version folder, look at how all the mas files are set out, there are 4 important mas files that need to be made.
You first need to create all these image files, there are templates posted here What you need to do is, open the Joesville folder in mod dev, in there you will see a tdf file and an Icon.dds, then inside Joesville_Speedway folder you will see loading.jpg, icon.tga SMicon.tga, Thmb.tga and trackmap.tga. I think it is possible from what your saying, that your missing a few important steps that are different with rf2 and rf1.