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 Post subject: NAGT v1.4
PostPosted: Wed Dec 02, 2009 1:06 pm 
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NAGT v1.4 is now released. You should first delete your \GameData\Vehicles\NAGT\ folder before installing (save your custom vehicles), as well as the \GameData\Sounds\NAGT. Probably could then get rid of the NAGT rfm files.

v1.4 has quite a few changes as opposed to the last release commercial version of v1.0. Notably quite a few performance enhancements, bug fixes as well as directory structure changes. It is NOT compatible with v1.0. Please read the readme (in the installer) for the full list of version changes, one of which includes a new car, the Nissan Skyline GT-R.

Future modifications for NAGT will be done in this fashion, as updates to v1.4. We still have a few things we want to fix (some errors with the Viper body), and WELCOME ASSISTANCE, especially in the area of finishing up some of the cockpits that need some better graphics. Please feel free to contact me if you can paint decently and would like to assist.

We have changed the way that cars and carsets are added to the mod (the veh files have comments to explain how they work, and there is a carset directory now), and we will be re-releasing the original cars as a carset, as well as Bullrun 1000 and TPTCC carsets. In the end, there should be about 150 different cars available. We also welcome any other cars anyone would like to submit for inclusion.

Downloads:
NAGT v1.4

NAGT v1.4 templates

Original NAGT v1.0 Speed World Challenge Hi-Res Carset
TPTCC 2009 Hi-Res Carset
TPTCC 2009 Lo-Res Carset
Bullrun 1000 2009 Hi-Res Carset
Extra Bullrun 1000/TPTCC Hi-Res Cars

(Total # of different cars is over 200)

Post all bugs, comments and so on in this thread.

Cheers!

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 Post subject: Re: NAGT v1.4
PostPosted: Wed Dec 02, 2009 3:24 pm 
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Race2Play.com download mirror

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 Post subject: Re: NAGT v1.4
PostPosted: Thu Dec 03, 2009 8:13 am 
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The USPits strikes back :)

Thanks for your great mods Jan and Team !!! :)

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 Post subject: Re: NAGT v1.4
PostPosted: Fri Dec 04, 2009 1:23 pm 
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as i mentioned in the R2P forums, i noticed the "generic" cars are gone, which complicates the use of personal skins.

jim replied that skins could be used by adding a "veh" file. please correct me if i'm wrong, but won't that result in the "unknown vehicle" problem for anyone not having that file?

is there some reason for the change/limitation in the way skins need to be handled, relative to common rFactor practice?


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 Post subject: Re: NAGT v1.4
PostPosted: Fri Dec 04, 2009 2:44 pm 
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Driver
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build the file structure like this:
rFactor\GameData\Vehicles\NAGT\Carsets\SWC-GT\Skins\Misc
put your carfile in the skins folder, windows n junk go in the misc folder.
ingame in the swc-gt group, pick your make, choose a car, then click the skins tab and find your skin.

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 Post subject: Re: NAGT v1.4
PostPosted: Fri Dec 04, 2009 3:18 pm 
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Jackman
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Sorry, the suggested rFactor\GameData\Vehicles\NAGT\Carsets\SWC-GT\Skins only seems to work if there is only one car type's skins in the folder (ie only Mustangs, or only GTOs). If there are skins for Mustang's mixed with GTOs it becomes a mess. So it's not really a solution for abandoning the "generic" car structure that made skins useable in the usual rFactor way. It's not really a solution for anything other than personal use.

And note that Tim has now said that if "veh" files are necessary to use custom skins, R2P will not be using custom skins.

It's a great mod, and i've enjoyed running it since it was released, but seriously, i don't understand why you would change it in a way that reduces its enjoyment factor even slightly.


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 Post subject: Re: NAGT v1.4
PostPosted: Fri Dec 04, 2009 3:25 pm 
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agreed, it is messing up the proper use of skins.

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 Post subject: Re: NAGT v1.4
PostPosted: Fri Dec 04, 2009 5:29 pm 
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Jackman
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Location: Rutland UK
Yep agree with the Skins issue, why, its just a pain in the neck having it that way.
We race NAGT with Custom skins, very easy with old version, having to use veh files are just problems waiting to get mismatches.

Del

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 Post subject: Re: NAGT v1.4
PostPosted: Fri Dec 04, 2009 5:51 pm 
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Jackman
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not to detract from the larger issue of the skins, but i just noticed that the GT-R's toe settings have reverted to their pre-BullRun limitations, and can not be adjusted in the same range as all the other cars.

FrontToeInRange=(-0.50, 0.05, 9)
vs
FrontToeInRange=(-0.50, 0.05, 13)


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 Post subject: Re: NAGT v1.4
PostPosted: Fri Dec 04, 2009 7:54 pm 
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Ok, I'm having a hard time understanding what's wrong here...if you create a folder called "C6_SWC_27Skins" and put the skins for that car in there...??? I don't see what the problem is. We don't use skins in TPTCC, so admittedly we don't test for that, but if someone can explain to me what doesn't work we'll be glad to take a look at it.

Concerning the GT-R toe, good catch. We also have to re-adjust the 'Stang's rear camber and add that back in as well.

Cheers!

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 Post subject: Re: NAGT v1.4
PostPosted: Fri Dec 04, 2009 8:20 pm 
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The problem is rF usually just requires a folder w/ the car named "skins" in there to work. Like this:


Attachments:
skins.png
skins.png [ 26.8 KiB | Viewed 5051 times ]

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 Post subject: Re: NAGT v1.4
PostPosted: Fri Dec 04, 2009 9:15 pm 
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V8factor skins

Attachment:
v8factor_skins.gif
v8factor_skins.gif [ 34.71 KiB | Viewed 5162 times ]

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= www.theuspits.com =
racing realism for the pc


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 Post subject: Re: NAGT v1.4
PostPosted: Fri Dec 04, 2009 9:48 pm 
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Go figure. :lol:

BUT, since we do have a method of adding alternate skins to the default pack after all. I guess its time to go race. [smilie=banana.gif]

Aaand go fix VROC....

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Jan Kohl wrote:
This inane conversation has gone on long enough. Word to the wise...don't resurrect it.

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 Post subject: Re: NAGT v1.4
PostPosted: Fri Dec 04, 2009 10:42 pm 
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Jackman
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OK, so...

If, for example, i put the R2P package Mustang and Volvo skins in NAGT\Mustang\Skins and NAGT\S60-R\Skins as most mods require (and remove the "veh" files that a couple R2P teams put in there) it doesn't work at all. i don't see any R2P skins.

If i put more that one car's skins in NAGT\Carsets\SWC-GT\SKINS, as reasonably suggested earlier, it is a jumbled mess.

BUT, if i create a folder named after a specific vehicle in the SWC-GT carset, like NAGT\Carsets\SWC-GT\MUSTANG_SWC_10SKINS and NAGT\Carsets\SWC-GT\S60R_SWC_49SKINS THAT seems to work (don't use the V8 mod and didn't think to try that, Jan, can others confirm also please, my head is spinning).

[breathing a sigh of relief]


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 Post subject: Re: NAGT v1.4
PostPosted: Sat Dec 05, 2009 12:35 am 
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I actually thought that was how skins were supposed to work (\<car name>skins folder). Like I said, we use carsets in TPTCC so we really didn't test.

It does work just fine like that...for the DBRS_SWC_21 car...

Attachment:
nagt_skins.gif
nagt_skins.gif [ 19.97 KiB | Viewed 5069 times ]


Attachment:
dbrs_skins.jpg
dbrs_skins.jpg [ 50.43 KiB | Viewed 5099 times ]


Cheers!

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= www.theuspits.com =
racing realism for the pc


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