Due to the lack of free modders currently in City Car Driving, I think it is important to bring some life back into the modding community. Over the next few weeks/months, I will create an extensive modding tutorial to help anyone who is struggling with modding.
Please use these tutorials to create an abundance of free mods for the community.
If you need any help, please ask your questions in a reply to this thread, I will answer all of them. You can also ask me any questions in a message on VK (vk.com/tjccd). I do not reccommend the forum's private messages as it is easy to lose the messages.
Credits:
FullOyunMod - Who was essential in teaching us the fundamental part of making mods in 3DS Max.
BZ and JZ 26 Motors - For assisting me with various parts
GSHAPIROY - For assisting me with various parts
iv777 - For assisting me with various parts and complete mapping the painted parts
Denis154rus - For assting me with vray lightmaps
---Max--- - For creating the Automatic Transmission Customiser and Physics Customiser
Part 1: Downloading Useful Files:
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- 3D Tire
- Dashboard Signals
- Tow Hitch
- License Plates
- Car28 mesh (Used to position your car in 3DS Max)
- Windshield Wipers for LHD Cars mesh (Used to position your wipers in 3DS Max)
- Windshield Wipers for RHD Cars mesh (Used to position your wipers in 3DS Max)
- Car28 Steering Wheel mesh (Used to position your steering wheel in 3DS Max)
- A base car which has file paths and needed files already built for you
- A document which you can copy important parts for the n2 files after exporting
3Ds Max 2013 - 32bit and 64 bit crack key serial: Download
3Ds Max 2013 will only be used to convert the car model in 3DS format. Once you export 3DS, we will switch to 3DS Max 9
Part 3: Installing 3DS Max and Plugins- Mostly taken from FullOyunMod's Tutorials
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1 - 3ds Max 9 Install
NOTE: Make sure to run 3ds Max as administrator
2 - Nebula 2 Install (Nmaxtoolbox)
3 - Nebula 2 folder, copy and paste it into the disc C: or D:
then the 3ds max 9 also replaced the Nebula 2 folder
4 - Nebula 2 - Max 9 Settings
5 - Nmaxtoolbox comes a error message after installing
This error message is not important
Part 4: Downloading 3D Models
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You can find many models from Forza, Assetto Corsa, etc from www.gamemodels.ru
You can take models from GTA San Andreas mods from www.gtaall.com/gta-san-andreas/cars/ - However, they tend to be low quality.
You can also buy models from www.turbosquid.com/, but this is not reccomended for your first few mods.
You can also search for groups on vk.com that have exclusive models being released.
When making your first mod, I reccomend Assetto Cora, as they are high quality and you don't have to detach many parts.
Part 5.1: Importing 3D Models from GTA SA Mods
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Part 5.2: Importing 3D Models from Forza Horizon 3, 4 and Forza Motorsport 7
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Required Tools:
- 3DSimED 3.1s or 3.1v(For opening Forza models) Download
- Swatchbin Converter (For converting textures) Download
Video Tutorial:
https://www.youtube.com/watch?v=v2fdq-rqums
Part 5.3: Optimising High-Poly 3D Models (Optional)
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This step is only applicable to seriously high-poly 3D Models. I would say it is useful for models over 1 million polygons. You can check your poly-count by pressing 7 on your keyboard. I recommend using this tool in 3DS Max 2013 or higher. Download Subdivision Reverse Script
It can be installed anywhere, as long as you run it when needed.
If you install it to your scripts folder, it will run on startup.
Video Tutorial:
https://www.youtube.com/watch?v=OIYIt7eYRCU
Part 6: Repairing Models and Removing Unwanted Parts
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In this stage we will remove unwanted parts such as the engine bay, low poly interior and high poly doorjambs. Then we will fix the small forza wheels and repair any visible polygons on the body.
Video Tutorial:
https://www.youtube.com/watch?v=9UKopQiBO4I
Part 7: Setting Up Filepaths and Preparing Textures
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Warning about textures! You must use the Latin alphabet for your file names. If you use a foreign script, such as cyrillic, some compuers will not be able to run your mods properly. Video Tutorial:
https://www.youtube.com/watch?v=pOt-kfJuILc
Part 8: Scaling and positioning your car for City Car Driving
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In this step, we will scale our car using the Car28 as a base. GTA SA, Assetto Corsa and Forza are already the correct size, but you still need to move the model to the correct position. Other models might need to be scaled down to the correct size.
Video Tutorial:
https://www.youtube.com/watch?v=7AEJZ4e0y2o
Part 9: Attaching/Detaching Models Based on Textures or Functions (Exterior)
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In this stage, we will begin texturing our model. You should find high quality images of the car you are making, and pay close attention. I suggest using www.caricos.com for images. For my car and Assetto Corsa models, I am attaching the parts. For Forza and GTA SA, you will need to detach parts, which will take longer. I have included a second video which just gives you a bit of help for detaching parts. You should watch both videos if you are making a Forza/GTA video.
Important notes:
Wipers and the undercarriage should be kept seperate from the normal plastic.
Silver and chrome should be kept seperate so that you can have different reflections in the game.
We will texture the red of the tail-lights, but not the light itself. That will be the next step.
Video Tutorial (Everyone must watch):
https://www.youtube.com/watch?v=_jK0Qhuxn-0
Video Tutorial for detaching (Applies to Forza and GTA SA models):
I only did the front and rear bumpers, as it is the same process for the rest of the car, so you should get the idea.
https://www.youtube.com/watch?v=874aHSe_IJM
Part 10.1: Creating Functional Glass
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In this stage we will name our glass then UVW Map it The following names are given for these parts:
glass_windshield (Front glass)
glass_right (Right glass - If you want to have half tinted glass, you should seperate the glass, give them any name but you should group them together with the name glass_right)
glass_left (Left glass - If you want to have half tinted glass, you should seperate the glass, give them any name but you should group them together with the name glass_left)
glass_back (Rear glass)
Video Tutorial:
https://www.youtube.com/watch?v=e28-rMJpNXA
Part 10.2: Creating Functional Mirrors
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In this stage we will name and UVW map the mirrors The following names are given for these parts:
mirror_left (Exterior mirror to the left)
mirror_right (Exterior mirror to the right)
mirror_center (Interior mirror which also functions as the reverse camera in some mods)
Video Tutorial:
https://www.youtube.com/watch?v=vAVn1ADf7t8
Part 10.3: Adding License Plates
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In this stage we will import and position our license plates. We will separate the front and rear plates, then group them. This allows us to have a light on the rear plate. The following names are given for these parts:
license_plate (The vehicle's license plate)
Video Tutorial:
https://www.youtube.com/watch?v=NQMNk9s9UMw
Part 10.4: Creating Functional Lights
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In this stage we will give important names to the lights, and also texture them.
The following names are given for these parts:
hwd_front_light (The first headlight that comes on)
head_light (Low Beam)
far_light (High Beam)
stop_light (Rear brake lights)
hwd_back_light (Rear tail-lights)
back_light (Reversing Lights)
Video Tutorial:
https://www.youtube.com/watch?v=tedCc9dZLA8
Part 10.5: Naming Other Exterior Parts
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In this stage we will give name the rest of our exterior parts.
You must name your wipers 'cleaner_windshield_left' and 'cleaner_windshield_right'. For all other parts, the names do not matter, however you must not use the same name twice.
Video Tutorial:
https://www.youtube.com/watch?v=1hKjCc2EdwE
Part 11: Wheels
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In this part we will learn how to add a 3D tire to your model, and texture it correctly.
There are no specific names required for the wheels. Just don't use the same names that you have used already.
Video Tutorial:
https://www.youtube.com/watch?v=yO94mOdV7U4
Part 12: Detaching and Attaching Models Based on Textures or Functions (Interior)
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In this stage, we will texture and sort our interior model. You should find high quality images of the car you are making, and pay close attention. I suggest using www.caricos.com for images. For Assetto Corsa models and a few others, You must attach parts. For Forza and GTA SA, you will need to detach parts, which will take longer. I will be using a Forza model, since more mistakes can happen there.
Important Notes:
If you want to have extras such as different coloured leather, you should detach the coloured leather from the black leather and give them different names (i.e: interior_leather_1 and interior_leather_2).
The steering wheel should be kept separate from the rest of your interior.
Video Tutorial:
https://www.youtube.com/watch?v=RgfDOy0t3bE
Part 13: UVW Mapping Parts and Adding Bump Textures
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Important Notes:
Do not UVW Map the buttons, displays, stitching, brake discs, gloss parts, mirrors, glass, lights. This is because we have already done them, or they have details that are hard to bring back (buttons, sitching).
We will apply the bump textures once we have exported the car. It is overcomplicated, a waste of time and a waste of limited texture slots to have several bump maps in 3DS Max.
If you do not UVW Map the parts, you will have random black spots on your car.
Video Tutorial:
https://www.youtube.com/watch?v=TM-vSAe52wI
Part 14: Creating Functional Dashboard Signals and Gauges
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In this stage we will give important names to parts of your car, and set them up to work properly.
I have included a tutorial for cars with traditional guages, and a second video for cars with digital speedometers.
The following names are given for these parts:
signal_right (Right turn signal)
signal_left (Left turn signal)
signal_lowfuel (Low fuel warning light)
signal_brake (Parking brake warning light)
signal_discharge (Battery is low)
signal_engine (Check engine light)
signal_nearlight (First headlight is on)
signal_headlight (Low beam is on)
signal_farlight (High beam is on)
speedometer_arrow (Speeodmeter Arrow - Your vehicle speed)
tachometer_arrow (Tachometer Arrow - Your engine RPM)
fuel_arrow (Fuel Arrow - Your current fuel level)
temperature_arrow (Temperature Arrow - Your current engine temperature)
Video Tutorial:
https://www.youtube.com/watch?v=miOWkKAhpJs
Digital Speedometer Tutorial:
https://www.youtube.com/watch?v=K9kCxli8m60
Part 15: DirectX11 Support for Non-Lightmapped Parts
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In this stage we will ensure our car functions and is visible in DirectX11.
You do not have to lightmap any parts that are completely black, as the lightmap cannot make it darker. For example, gloss will only need DX11 support. Also, some parts that are outside do not need lightmaps as they will just be completely white, such as 2D logos and parts of the wheel, so you can DX11 support them.
Do not DX11 Support the following parts:
Glass, mirrors, lights, undercarriage, wipers, any part you wish to be partly transparent such as decals, and any part you wish to lightmap.
You must DX11 Support the following parts:
Interior signals (Already done for you if you use the ones I gave)
Speedometer, tachometer, fuel and temperature arrows.
Interior displays and buttons (Unless you plan to lightmap the buttons)
Video Tutorial:
https://www.youtube.com/watch?v=MyI7oS7aU0c
Part 16: CompleteMaps/Rendering The Painted Parts
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Important Notes:
Move glass, and wheels to the side, or else they will cast shadows on your paint.
If you have transparent parts like decals, move them as well.
Once you have finished the render, delete Sky01.
WARNING, THERE IS AN ERROR IN THE TUTORIAL:
During the rendering stage, when you have opened 'Render to Texture', it is important you have 'Use Existing Channel' selected.
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During the photoshop stage, instead of using Ctrl + Shift + Alt + T, You need to do Ctrl + I and then Ctrl + Shift + Alt + L
When saving as DDS, make sure you have selected DXT5 | Interpolated Alpha, rather than DXT1. Otherwise it will be a black texture.
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Video Tutorial:
https://www.youtube.com/watch?v=d7na3hV2Bk8
Part 17: Normal Lightmaps
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We will lightmap parts of the exterior, interior and wheels.
Important Notes:
Move the wheels to the side when lightmapping, as you dont want shadows casted by the car.
Move glass, interior/steering wheel stiching (if applicable), buttons, dashboard signals and arrows. We will move the interior and steering wheel stitching + buttons back into the cabin when we lightmap them.
Do not lightmap mirrors, glass, windshield wipers, undercarriage, displays, signals, gauges.
Video Tutorial:
https://www.youtube.com/watch?v=V4aFSd3Bt1Q
Part 18: Adding Trailer Hitch (Optional)
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In this step, we will add a tow hitch to our model for when we use trailers.
Important Notes:
It must be named 'tow_hitch'
Video Tutorial:
https://www.youtube.com/watch?v=mSjtQte_jZM
Part 19: Detaching Parts Over 60,000 Polygons For Export
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In this step, we will detach parts that are over 60,000 polygons so that they can be exported without errors. You should detach parts that cannot be seen from the inside of the car. We will also remove the roof from our paint so that it lightens up the interior in-game. Even if the body is under 60,000 polygons, I still recommend removing the roof.
Video Tutorial:
https://www.youtube.com/watch?v=DzdbPqdx5OI
Part 20: Grouping Parts Together For Export
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In this step we will group parts to be roughly 60,000 polygons each before exporting them.
Important Notes:
Each group of parts must be around 60,000 polygons. 65,000 tends to be the absolute max, but it doesn't always work.
The steering wheel must be separate from the rest of the car.
The exterior wheels must be separate from the rest of the car.
Video Tutorial:
https://www.youtube.com/watch?v=114hG6QZdwc
Part 21: Exporting Parts
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In this step we will export our parts to .nvx2 format.
Important Notes:
We will export all parts in around 60,000 polygon groups.
We will separate the steering wheel and exterior wheels into their own exports.
We will export the steering wheel after the car is in-game.
After export, import your meshes to check if they are corrupted or not. If they are, split the group or part up, and export again.
Video Tutorial:
https://www.youtube.com/watch?v=zTLz44K-kFo
Part 22: Preparing the exterior to go in-game
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In this part, we will add our meshes to the mod, and then work on CarLod0.n2 and wheels_0.n2. We will apply textures and effects to our model so that it looks real in-game.
Video Tutorial:
https://www.youtube.com/watch?v=RJ0rAKi62NM
Part 23: Putting the Exterior in CarLod0.n2, In-Game and Positioning Wheels
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In this part, we will load our exterior into the game. We will then position the wheels. If your car has a problem with the complete map of the paint, and black lines appear everywhere, we will fix that too.
Video Tutorial:
https://www.youtube.com/watch?v=D3y4-zhMcY4
Part 24: Putting the Interior in CarLod0.n2
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In this part, we will load our interior into the game. It will only be visible from the outside cameras until the next step.
Important Notes:
Exclude dashboard signals and arrows from the CarLod0.n2
Video Tutorial:
https://www.youtube.com/watch?v=7Y0ceQS9dxA
Part 25: Putting our car into Saloon.n2
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In this step we will copy most of our car into the saloon.n2 file. However, you should exclude lights, glass, mirrors and the tow hitch. You should also remove the roof of your car and some other unseen parts.
We will then add dashboard signals, arrows, working mirrors and glass.
Video Tutorial:
https://www.youtube.com/watch?v=XXrFTdiz6vk
Part 26: Animating and Positioning the Steering Wheel
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In this part we will animate the steeringwheel and then position it.
Video Tutorial:
https://www.youtube.com/watch?v=BfJtg62zqP4
Part 27: Positioning mirrors, lights and cameras
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In this part we will position the mirrors, lights and cameras. I will also show you how to flip the mirrors if they are backwards in the game.
Video Tutorial:
https://www.youtube.com/watch?v=EOEoRacM7Vs
Part 28: Animating and Positioning the Windshield Wipers
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In this part we will animate the wipers and position them in the game.
Important Notes:
The wipers must be named 'cleaner_windshield_right' and 'cleaner_windshield_left'.
Video Tutorial:
https://www.youtube.com/watch?v=oTtORwkpfVo
Part 29: Showing the Selected Gear on Displays
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Video Tutorial:
https://www.youtube.com/watch?v=7aHLysj-zS0
Part 30: Illuminating Buttons
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Video Tutorial:
https://www.youtube.com/watch?v=B9_lwBqUHYE
Part 31: Collision Files
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In this step we will make a collision file for our car.
You will need Havok Content Tools: Download
Warning:
There is an error in the tutorial. Please change the file type of your collision file to 'hkx' instead of 'hkt' after the write to platform part.
Furthermore, once you do the write to platform once, you will not need to keep adding it each time you use the program.
After this, you will need to press 'Run All Configurations' to generate your hkx file.
Video Tutorial:
https://www.youtube.com/watch?v=tsN1z-stFE4
Part 32: Passenger Transport and Cargo/Trailers (Optional)
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In this part, we will be adding support for trailers and passengers/taxi.
Not all cars suit a trailer.
Video Tutorial:
https://www.youtube.com/watch?v=yRkYXMS9h3c
Part 33: Adding Colours and Menu Pictures
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In this step we will add colours to our car and put images on the menu.
Video Tutorial:
https://www.youtube.com/watch?v=bf_HCCoXmsE
Part 34: Creating a Custom Sound (Optional, but recommended)
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In this step, we will create a custom sound using Forza Motorsport 4 sound files.
Important Files:
You will need base.xap to create your sound - Download
You will also need the sound files from the Vaz 2110 - Download
Here are most car sounds from Forza Motorsport 4 (FM4) - Download
Tool to convert sounds from FSB to WAV (towav.exe) - Download
I have also included some custom sound files I and others have made for horns, indicators and the handbrake. - Download
Important Notes:
If you find or record your own sounds (Such as indicators, handbrake), make sure they are Mono, not Stereo. You can change this using Audacity.
Video Tutorial:
https://www.youtube.com/watch?v=UbnU8q3qk84
Part 35.1: Adding Power (With Torque Curves)
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I reccommend you use the information from this website: www.automobile-catalog.com/
They have full information for every car ever made up until the brands starting with R as of 1/4/20. They are adding more cars/brands over time.
Find your make/model, year, engine/transmission. Then open the 'Horsepower/Torque Curve':
We will be using the Torque (Nm) for the mod.
For 100% Throttle, you should use the torque provided in the graph.
However, for the other throttle percentages, you should provide a greater percentage of torque than the pedal is pushed. Otherwise, the car will be too slow with light accelerator press. I use this as a guide:
Where it says 25%, do 40% of max torque
Where it says 50%, do 70% of max torque
Where it says 75%, do 85% of max torque
Video Tutorial:
https://www.youtube.com/watch?v=ZEBheLtCmPM
Part 35.2: Using the Physics Customiser/Auto Transmission Customiser by ---Max---
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Before you can use the physics customiser, you will need to add your car to player_cars.xml. User_cars folder will not show up in the physics customiser.
When you finish using the customiser, copy the physics from the game back to your mod file, however, do not update the files from data/physics/transmission - The files that are in the base mod should be kept.
You should also open the p_player_setup.ini file and remove this, otherwise the engine will not start.
[Engine2]
MaxStarterTorque =
Video Tutorial:
https://www.youtube.com/watch?v=q5ELl8GKNM4
Part 36: Speedometer/Tachometer Calibration
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We will configure the speedometer/tachometer. If your car has a MPH speedometer, you should use the USA driving rules to get the speedometer calibrated.
Key Notes: DivCount is the limit for the arrow. Higher number means the arrrow can go further, and a smaller number means the arrow gets stopped earlier. DivValue is the speed of the arrow. Higher number means a slower arrow, and a smaller number means the arrow moves faster.
If your car has a fuel/temperature gauge, add these to carproperty.ini. Then, using your fuel and temperature gauge in 3DS Max, rotate the arrow to the max position, take the angle given by the rotate tool. Convert it to Radians. Then use that answer for your DivAngles.
Part 37: Adding a Reverse Camera and 360 Camera (Optional)
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You can add a reverse camera and 360 camera to your car without compromising your original mirrors as of the 1.5.9 update. The camera is essentially an extension of the mirrors. We create a new object and name them mirror_reverse and mirror_360.
You will need to download this filefor the cameras to work. It contains:
Reverse Camera and 360 Camera template (Assuming you do not want to create your own one by cloning the original display). It is recommended that the 360 camera is used with the template, as the UVW mapping for this part can be confusing.
New WindowCarMirrors.layout (data\gui\Common\layouts\cars\your_car) to enable the additional mirrors. You can overwrite your existing file without impacting the mod.
New Viewports.xml file (data\gamedata\cars\your_car) to enable the additional mirrors required for the cameras. If you want to keep your existing file, you will just need to take the extra viewport lines from the new file and place them in your new file under the existing 3 mirrors.
New CarProperty.ini file (data\gamedata\cars\your_car) to enable the additional mirrors. If you want to keep your existing file, you will just need to take the following lines from the new file and place them in your new file under [mirrorDetail]
After exporting the new mirrors, you should place them in your n2 the same way as the normal mirrors. Then you will move your screen to the P,R,N,D groups we created under Part 29. The P, N and D groups can contain the original display. However, for group R, you should change the display to a 'static' shader and change the display texture to a camera texture.
Now the cameras will appear when you enter the game and put the car in reverse. It will only work for automatic transmission cars (The game does not change the display for the manual cars when in Reverse).
While the 360 camera should be aligned already, you may need to adjust the position of the reverse camera in viewports.xml to bring it closer to the car, or further away from the back of the car. This will make sure the lines are accurate and that the view is not obstructed by the inside of your car. You should change the Y value (3rd number) in the 'Position' line.
Video Tutorial for Reverse Camera Display Cloning:
Video Tutorial for Reverse Camera and 360 Camera Template:
Video Tutorial for adapting your cameras to the game in saloon.n2 and viewports.xml:
Part 38: Adding Functional Brake Calipers (Optional)
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Before following this part of the tutorial, you should texture and lightmap your brake calipers. This can be done as one object, as long as you detach it into the 4 different calipers after the lightmap is finished. Some models have brake calipers, while others do not. I will not provide a 3D Model of brake calipers, as each caliper is different and you can find a similar model yourself.
After detaching your calipers and naming them as separate parts, follow the video tutorial.
Video Tutorial:
https://www.youtube.com/watch?v=PY9Qo0oMCa4
You will need to rotate your existing wheel in 3DS Max and export it again, or else the brake caliper will turn the wrong way on your left front wheel. Duplicate your wheels folder in your gfxlib folder and rename it (for example: wheels_left_0.n2), and assign it to the left-side wheels in CarProperty.ini:
Then you will need to change this line in CarProperty.ini:
RotateWheelsAroundZ = (left=false, right=true)
To this:
RotateWheelsAroundZ = (left=false, right=false)
In the tutorial, you need to add the following code to CarProperty.ini. Make sure you adjust the number of suspension items according to the number of wheels in your vehicle.
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In order to upload your car to the Workshop, you need a user_cars.xml code. The player_cars.xml file is not necessary in the game anymore.
Video Tutorial:
https://www.youtube.com/watch?v=GpH6iF6iSpA
Part 40: Publishing Your Mod On The Steam Workshop
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You should publish your mods on the Steam Workshop, where tens of thousands of people download mods.
I also you should also release your mods here on the forum.
Key Notes:
You must have a user_cars xml file.
You should have a cover photo named 'workshopImage.png' in export/gui/ccd/imagesets/cars/
Video Tutorial:
https://www.youtube.com/watch?v=SB9XWsW_ls4
Contact me in a PM if you have any concerns about users or the forum.
In part 8, you didn't actually show the scaling (because it is easy enough to figure out for oneself), but you should add a note that if the model is rescaled, you need to select all objects and go to Hierarchy and select 'Reset: "Scale"'.
this is just what the community and the game needed! I hope you guys all succeed in making mods! Post pictures in the work in progress topic and make sure to add your mod (including a picture) to the Future mod list!
Might continue mod making too! This is very helpfull!
again thanks a lot!
My own car: Volvo S60 2.4L 170BHP
The administrator has disabled public write access.
Full Mod Making Tutorials (W.I.P)
11 Jan 2020 23:31 #113595
In part 8, you didn't actually show the scaling (because it is easy enough to figure out for oneself), but you should add a note that if the model is rescaled, you need to select all objects and go to Hierarchy and select 'Reset: "Scale"'.
I have never done that, and the mods still work fine.
Contact me in a PM if you have any concerns about users or the forum.
In part 8, you didn't actually show the scaling (because it is easy enough to figure out for oneself), but you should add a note that if the model is rescaled, you need to select all objects and go to Hierarchy and select 'Reset: "Scale"'.
I have never done that, and the mods still work fine.
yes reset x form required,
scale and rotate operations require reset x form.
In part 8, you didn't actually show the scaling (because it is easy enough to figure out for oneself), but you should add a note that if the model is rescaled, you need to select all objects and go to Hierarchy and select 'Reset: "Scale"'.
I have never done that, and the mods still work fine.
yes reset x form required
I reset x form (I do it before uvw mapping parts), but not reset scale.
Contact me in a PM if you have any concerns about users or the forum.
In part 8, you didn't actually show the scaling (because it is easy enough to figure out for oneself), but you should add a note that if the model is rescaled, you need to select all objects and go to Hierarchy and select 'Reset: "Scale"'.
I have never done that, and the mods still work fine.
yes reset x form required
I reset x form (I do it before uvw mapping parts), but not reset scale.
scale and rotate operations require reset x form.
i recommend this to you.
In part 8, you didn't actually show the scaling (because it is easy enough to figure out for oneself), but you should add a note that if the model is rescaled, you need to select all objects and go to Hierarchy and select 'Reset: "Scale"'.
I have never done that, and the mods still work fine.
yes reset x form required
I reset x form (I do it before uvw mapping parts), but not reset scale.
scale and rotate operations require reset x form.
i recommend this to you.
I do reset xform. I just do it after I detach and attach my parts, as it makes no difference to do it again. Especially if you position the model before attaching, and there might be hundreds of parts, it is a pain to select each one and collapse the xform. So if I wait until I have attached them before I reset xform, it saves time.
Contact me in a PM if you have any concerns about users or the forum.