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 Post subject: Re: NAGT v1.4
PostPosted: Mon Dec 07, 2009 11:17 am 
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Champion Driver
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Joined: Mon May 09, 2005 4:15 pm
Posts: 673
Location: northwest ohio
great work guys! Love the nissan even though i'm anti-rice, but come on the skyline is a great car lol. And how much has changed on the viper? It feels to dangerous for me now lol.

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 Post subject: Re: NAGT v1.4
PostPosted: Sat Dec 12, 2009 3:29 pm 
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Driver
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Joined: Thu Oct 20, 2005 3:48 pm
Posts: 165
Having the graphics card with VRAM issues, i had no chances to try the new version of the mod till yesterday (got a new card).

I forgot how is nice to drive the C6 and really yesterday i enjoyd the ride! :)

Thank you very much for the update, but why you do not "advertise" the v1.4 release in the most of the rF sites?
ATM it seems almost an "hidden" release.


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 Post subject: Re: NAGT v1.4
PostPosted: Sun Dec 13, 2009 12:03 am 
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Champion Driver
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Joined: Mon May 09, 2005 4:15 pm
Posts: 673
Location: northwest ohio
just wondering if they'll be a nissan template or if i overlooked somewhere

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 Post subject: Re: NAGT v1.4
PostPosted: Mon Dec 14, 2009 10:11 am 
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Site Admin
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Location: Charlotte, NC
viewtopic.php?f=44&t=15263

That should have what you are looking for ... :D

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 Post subject: Re: NAGT v1.4
PostPosted: Mon Dec 28, 2009 5:15 pm 
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Jackman
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Joined: Sat May 23, 2009 3:01 pm
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Jan any chance of getting xfiles for the carviewer, I cant paint without that darn carviewer, thanks bud..... :)


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 Post subject: Re: NAGT v1.4
PostPosted: Mon Dec 28, 2009 11:06 pm 
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Champion Driver
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Location: Grand Rapids, MI
Alt tab and use rf (you can update the skin by picking a car and picking the original). Carviewer files won't be released.

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 Post subject: Re: NAGT v1.4
PostPosted: Tue Dec 29, 2009 1:03 pm 
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Jackman
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Joined: Sat May 23, 2009 3:01 pm
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Not sure what you mean except the part about no carviewer files, that sucks to not give those to the community, I guess I wont be painting for this mod, oh well...


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 Post subject: Re: NAGT v1.4
PostPosted: Tue Dec 29, 2009 5:07 pm 
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Champion Driver
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Joined: Thu May 05, 2005 6:05 pm
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Location: Grand Rapids, MI
Use the spinner/showroom as your viewer. Jump back and forth between your paint program and rf with alt+tab.

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 Post subject: Re: NAGT v1.4
PostPosted: Tue Dec 29, 2009 8:04 pm 
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Champion Driver
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Location: Warroad Minnesota
Cause if they gave out any type of 3d files, every punk, wannabe jerk, with SimEd would be releasing a version of NAGT... it's a reality these days.... Sad but True.... Don't expect a Car Viewer any time soon.


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 Post subject: Re: NAGT v1.4
PostPosted: Tue Dec 29, 2009 9:14 pm 
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Crew Chief
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Joined: Thu Sep 04, 2008 11:26 am
Posts: 52
SHuhn88 wrote:
Not sure what you mean except the part about no carviewer files, that sucks to not give those to the community, I guess I wont be painting for this mod, oh well...


save your .dds to the mod/vehicle folder, along with it's matching .veh file and your paintjobs can be viewed on the spinner.
it's just as easy as using a carviewer.

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 Post subject: Re: NAGT v1.4
PostPosted: Thu Jan 07, 2010 5:16 pm 
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Tirechanger
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Posts: 38
I noticed a little problem with v1.4 - a couple of CTSs were looking for a file called BR09_CTS_Upgrades.ini and I don't believe it is included in any of the downloads. I changed those VEH files to use CTS_Upgrades.ini and they work fine.

Very nice work on this upgrade. I like it a lot. The only thing I didn't like was the vehicles directory override in the RFM file but it didn't take very long to adjust the GEN files accordingly. The reason is because I use the "all cars" mode all the time so that I can merge various mods together easily. I use the NAGT cars in a touring car all-stars set along with the BMW M3 E92s, Aussie V8s, DTM02s, and GTs from ILMS and the Enduracers mod. It is great fun and really good racing.


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 Post subject: Re: NAGT v1.4
PostPosted: Sat Jan 09, 2010 10:57 pm 
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V. Klortho wrote:
I noticed a little problem with v1.4 - a couple of CTSs were looking for a file called BR09_CTS_Upgrades.ini and I don't believe it is included in any of the downloads. I changed those VEH files to use CTS_Upgrades.ini and they work fine.

Very nice work on this upgrade. I like it a lot. The only thing I didn't like was the vehicles directory override in the RFM file but it didn't take very long to adjust the GEN files accordingly. The reason is because I use the "all cars" mode all the time so that I can merge various mods together easily. I use the NAGT cars in a touring car all-stars set along with the BMW M3 E92s, Aussie V8s, DTM02s, and GTs from ILMS and the Enduracers mod. It is great fun and really good racing.



Coool! :D

However, I think your problem with the upgrades.ini files is that you *probably* got it from the original 2009 Bullrun 1000 carset...I don't think any of the installed cars from v1.4 have that. Let me know if I'm incorrect (or if they came from one of the listed carsets). I should have captured them all, but could have missed some.

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 Post subject: Re: NAGT v1.4
PostPosted: Sun Jan 10, 2010 7:51 am 
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Jackman
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Joined: Sat May 23, 2009 3:01 pm
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Location: Florida
Ok you say the in game spinner is as good as the carviewer, I have to disagree with that, I cant get close enough to see certain lines and parts line up properly, unless you know of a way to move closer to the car while using the spinner as a carviewer ? I really wish they would release the xfiles because I am anal when it comes to pianting I wont paint for this mod if I cant view my work properly... [smilie=banghead.gif]


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 Post subject: Re: NAGT v1.4
PostPosted: Sun Jan 10, 2010 11:05 am 
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Crew Chief
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Joined: Thu Sep 04, 2008 11:26 am
Posts: 52
SHuhn88 wrote:
Ok you say the in game spinner is as good as the carviewer, I have to disagree with that, I cant get close enough to see certain lines and parts line up properly, unless you know of a way to move closer to the car while using the spinner as a carviewer ? I really wish they would release the xfiles because I am anal when it comes to pianting I wont paint for this mod if I cant view my work properly... [smilie=banghead.gif]


open your .PLR file and locate:
[ Game Options ]
Miscellaneous="0" "change to 0 to 1"

this unlocks a hidden zoom function on the spinner.
while at the spinner, right mouse button - click/hold - while rolling the entire mouse forward and backwards will zoom in/out.
both L<>R mouse buttons - click/hold - while rolling the entire mouse left/right will move the car < >

another thing to understand, you only need to open the game once as you paint, just as you would the carviewer, when you need to reload your updated dds just toggle from another car and back to yours.
no need to restart the game every time you save the dds.
8)

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 Post subject: Re: NAGT v1.4
PostPosted: Sun Jan 10, 2010 12:23 pm 
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US Pits Crew
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Joined: Mon May 02, 2005 9:16 pm
Posts: 107
Location: Mena, AR
JGraf wrote:
open your .PLR file and locate:
[ Game Options ]
Miscellaneous="0" "change to 0 to 1"

this unlocks a hidden zoom function on the spinner.


Ok, that's a very cool little thing to learn. Thanks!!!

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