The icon is integrated into the EXE meaning you don't have to create a shortcut for it. This also means it will ONLY WORK for 2.2.1 MWM! Because of this it means there are no idiots who do not know how to install a .ico. But I decided to include it in the zip for people who still use 2.3.0 LE or BASE.
-Used stock parts
-EU and US parts
-2 different sets of fender flares
-comes fully built in catalog, uses the 4A-GE from JDW's AE86
-has it's own wheels & tyres
Just what it says in the link. Includes the Java sources for standard game and BB93 2015 versions of the painter. Useful if you want to convert it to a different resolution, make your own color palettes without having to do it in-game, or if you want to see how it works.
Included AS-IS. I will likely not help you if you don't know what you're doing and you mess around with it too much!
This modification is a pack of decals for the game Street Legal Racing Redline includes stickers from Hellaflush \ Illest \ Fatlace. The pack includes nearly 150+ decals, which textures are taken from the original directory online store Fatlace. Decals are available in different color variations. Minimum resolution - 700x700 pixels. Also includes few custom maded stickerbombs.
A fresh version of SLRR including the MWM and LE2MWM patches. I made this for those who want to start completely afresh with no mods, but do not want trough the trouble of downloading and installing MWM and LE2MWM.
rFactor Map Conversion Tutorial INDEX
[Part #1] - What software is needed to follow this tutorial
[Part #2] -
[Part #3] -
[Part #4] -
[Part #5] -
[Part #6] -
[Part #7] -
[Part #8] -
[Part #1] - What software is needed to follow this tutorial
- Bobs Track Builder -
Bobs Track Builder can be bought from http://www.bobstrackbuilder.net - This software is only needed if you are creating rFactor tracks from scratch.
Bobs Track Builder can be used for making tracks for other games as well.
- 3dSimEd -
3dSimEd Can be bought from http://www.sim-garage.co.uk you could for this tutorial use it until the trial time finishes.
3dSimEd is used to convert rFactor tracks to a file type [.3ds] that is readable by 3DS Max.
3dSimEd can be used to edit,make & convert files from & for many different games.
Here is also a link for the version I use as a newer version may create too new a .3ds file for 3DS Max: http://www.mediafire.com/download/hqdumq72uw45qv0/3dSimEd.zip
- 3DS Max -
3DS Max 5 is used for converting, scaling, re-texturing, editing, exporting to Street legal racing: redline file format & many other things.
It could be possible to use newer versions but my self I use this version as it limits problems with export scripts ect also I have low computer specs at the moment of writing this tutorial and a newer version will likely be to heavy for my pc to cope with.
I use max 09 now.
- Track Wizard 2.0 By MIRAN -
Track Wizard is used to basically do all the complicated and difficult parts of turning you exported models into a fully working track mod for street legal racing:redline.
It creates the necessary file folders, .java files, .rpk's & much more with little knowledge needed.
Without this tool made by MIRAN I would have never been able to make a working track mod.
Here is a link to Track Wizard 2.0 By MIRAN: https://www.mediafire.com/?l170ycv2wq2s18v
- x2y The Easy Image Converter -
I use x2y to convert images from .DDS to to .PNG for the simple reason of being able to edit and and view textures much easier, However this creates a problem of having to re-assign textures to the track models.
By re-assigning textures in 3ds it is possible to limit the ammount of texture files included in the finished track mod that are un-needed, this will limit the overall size of the files you will need to upload & share resaulting in save bandwidth and download time.
x2y can be used for converting many image file types, It can be downloaded from here: http://x2y.sourceforge.net
This tutorial is going to be on going so check back every so often for updates.
This tutorial was last updated on 15/11/2015
Redline_Racer/RedlineRacer96 has created a way to change the sound samples used ingame based on the level of tuning your engine receives. This allows for accurate sound representation for both stock and modified engines within the game.
The code is still in its most basic form, but both videos give an idea of how it can work. The plan is to release a game that contains these features and many more additional features in the near future.
Every once and a while SLRR Editor will give you the following error:
To fix it, go to yourslrrdirectory/cars/racers/nameofcar/scripts.
In this folder, find the following files (names might be different depending on the car, just make sure it has main in it along with the name of the stock car it was modeled off of.)
Open each one separately and find the following lines (it helps to look for the lines with a lot of attaches.)
Select all of the attaches, but make sure not to select anything else.
Delete the selected text and save before exiting.
This is a continuation of my fidgeting around with Slrr this time I tried to squeeze as much content(engines, rims, cars...) into the game as possible the result: 1464 different type of rims, 180 chassis, 86 types of engine blocks (as counted in the catalogue).
Any combination of cars and blocks is valid you can move the blocks by tuning the oilpan.
The game is fully playable ROC is tested(it is hard but winnable(you can win a 1000HP supercar)) Valocity is tested Dealers are tested, all the cars are tested (tested means it won't crash unreasonably) (I'll write down my experiences regarding the tests).
At night races opponents choose a random prize pinkslips are possible, and they come with visually tuned cars (check pictures).
All the cars can have four neons at least one roof scoop at least one spoiler and two mufflers these are pre-positioned (by hand, I also moved the driver) to look decent and there are 234 different abstract paintjobs a random generator chooses one for the cars in night races (the same generator chooses a random rim, a wing, neons, roof scoops and mufflers).
I mentioned a random generator which can tune up the cars visually it works on all the cars in the game (put there by me) you can access it via the catalogue select to by a full vehicle and than click the RANDOMIZE button near the bottom right corner (repeatedly if you don't like the result) if you click the paint button there is a relatively high chance to get a random abstract paintjob.
The paintjobs can also be accessed through the painter in the garage; click the copy part-paintjob button and than the next-paintjob button(this way you can cycle through them all).
No car crashes Valocity (this was interesting to achieve because not just badly coded VT-s can mess things up, but Valocity can crash for a "create_native" call(as written in the Valocity.java) as well (even if normally the game can create the car just fine) and that I didn't know for a long time, now if the car selector can render the car it won't crash Valocity (this is how I tested them))
Names of cars in the game
1959 Chevrolet Impala Convertible chassis : '59 Chevrolet Impala Convertible General Motors Research Building
Ford Focus RS 2017 EcoBoost 2.3 : Ford Focus RS 2017 EcoBoost 2.3 Volkswagen GmbH
?Honda chassis : Honda Prelude Baiern Cars Gmbh
Jaguar XKRS chassis : Jaguar XKRS Jaguar motors
?MC GT chassis : MC GT Muscle Cars America
1940 Ford De Luxe Coupe chassis : 1940 Ford De Luxe Coupe Baiern Cars Gmbh
1969 Shelby GT500 428CJ chassis : 1969 Shelby GT500 428CJ 1969 Shelby GT500 428CJ
1990 Chevrolet Camaro IROC-Z GT chassis : 1990 Chevrolet Camaro IROC-Z Muscle Cars America
2015 Ford Mustang GT chassis : 2015 Ford Mustang GT Emer Japanese-German Automobiles
550 Spyder chassis : Porsche 550 Spyder 1954 Porsche INC
71 Mustang MACH 1 chassis : 71 Mustang MACH 1 Prime Finest American Automobiles
911-E 73 chassis : Porsche 911-E 73 Shimutshibu Motor Company
Alfa Romeo 155 V6 TI DTM chassis : Alfa Romeo 155 V6 TI DTM Alfa Romeo Automobiles S.p.A.
Aston Martin Vanquish chassis : 2013 Aston Martin Vanquish Aston Martin
Audi RS3 Sportback chassis : 2011 Audi RS3 Sportback (8P) Audi GmbH
Baiern CoupeSport chassis : Baiern CoupeSport 2.5 Baiern Cars Gmbh
Baiern DevilSport chassis : Baiern DevilSport Baiern Cars Gmbh
Bel Air Continental chassis : 1957 Chevrolet Bel Air Continental Shimutshibu Motor Company
Bel Air Custom chassis : 1957 Chevrolet Bel Air Custom Shimutshibu Motor Company RallyCar Developers
BMW 3-Series E92 chassis : BMW 3-Series (E92) BMW
BMW M3 E92 chassis : BMW M3 (E92) BMW
BUICK Regal Sport Coupe 87 chassis : BUICK Regal Sport Coupe 87 Muscle Cars America
Cadillac CTS-V Sedan 2009 chassis : Cadillac CTS-V Sedan 2009 General Motors
Cadillac CTS-V Sedan 2009 no sunroof chassis : Cadillac CTS-V Sedan 2009 without sunroof General Motors
Camaro Race chassis : Chevrolet Camaro Z28 RS 71 Race Version Muscle Cars America
Camaro z28 71 chassis : Chevrolet Camaro Z28 71 Muscle Cars America
Camaro z28 RS 71 chassis : Chevrolet Camaro Z28 RS 71 Muscle Cars America
Carrera RS 73 Custom chassis : Porsche Carrera RS 73 Custom Shimutshibu Motor Company RallyCar Developers
chassis : 1992 Lancia Delta HF Integrale EVO Baiern Cars Gmbh
Chevrolet Agile LTZ : Chevrolet Agile LTZ Volkswagen GmbH
Chevrolet Corsa Hatch 2000 : Chevrolet Corsa Hatch 2000 chevrolet
Chevrolet Corsa wagon 2000 : Chevrolet Corsa wagon 2000 Volkswagen GmbH
Chevrolet Corvette Cabrio C-3 '68 chassis : Chevrolet Corvette Cabrio C-3 '68 Muscle Cars America
Chevrolet Corvette Stingray C7 chassis : Chevrolet Corvette Stingray C7 '14 Baiern Cars Gmbh
Chevrolet Corvette Stingray convertible C7 chassis : Chevrolet Corvette Stingray convertible C7 '14 Baiern Cars Gmbh
Chevrolet Lacetti paintable chassis : Chevrolet Lacetti paintable chassis Ishima Co. Japan
Chevrolet Montana LS 2013 : Chevrolet Montana LS 2013 Volkswagen GmbH
Chevrolet Onix LTZ 1.4 : Chevrolet Onix LTZ 1.4 Volkswagen GmbH
Chevrolet Vectra 1997 CD 2.0 MPFI : Chevrolet Vectra 1997 CD 2.0 MPFI Shimutshibu Motor Company
Citroen C4 paintable chassis : Citroen C4 paintable chassis Ishima Co. Japan
citroends chassis : Citroen DS4 2013 1.6 THP Einvagen USA
Coronet 70' chassis : Dodge Coronet 70' Muscle Cars America
Dacia Duster chassis : Dacia Duster Dacia Pitesti
Dodge VIPER SRT-10 Cabrio chassis : Dodge VIPER SRT-10 Cabrio Muscle Cars America
Dodge VIPER SRT-10 chassis : Dodge VIPER SRT-10 Muscle Cars America
Dodge VIPER SRT-10 DTM Venom chassis : Dodge VIPER SRT-10 DTM Venom Muscle Cars America
Duhen Racing SunStrip chassis : Duhen Racing SunStrip 2.0 CDVC Duhen Incorporated Factory Racing Team
Duhen SunStrip chassis : Duhen SunStrip 1.8 DVC Duhen Incorporated
Duhen SunStrip chassis : Duhen SunStrip 2.2 DVC Duhen Incorporated
Eclipse GSX 99 chassis : Mitsubishi Eclipse GSX Turbo AWD 99 Shimutshibu Motor Company
EF Civic Chassis : 90-91 EF Honda Civic Honda Motor Co.
Einvagen GT chassis : Einvagen 110 GT Einvagen USA
Einvagen GT chassis : Einvagen 110 GTK Einvagen USA
Einvagen GT chassis : Einvagen 140 GTA Einvagen Specialities USA
Emer MotorSport Nonus GT2 chassis : Emer MotorSport Nonus GT2 Emer MotorSport Division
Emer Nonus Street GT chassis : Emer Nonus Street GT Emer Japanese-German Automobiles
Fairlady Z 432 chassis : 1969 Nissan Fairlady Z 432 NISSAN JAPAN
Ferrari F40 chassis : Ferrari F40 Ferrari S.p.A.
Fiat Palio Weekend Trekking 2013 : Fiat Palio Weekend Trekking 2013 Shimutshibu Motor Company
Ford Escort CLX chassis : Ford Escort CLX MK5 92 Shimutshibu Motor Company
Ford Escort Cosworth chassis : Ford Escort 94` Cosworth Shimutshibu Motor Company
Ford Escort Racing chassis : Ford Escort Racing Edition Shimutshibu Motor Company RallyCar Developers
ford escort RS2000 MK5 chassis : Ford Escort 94` RS2000 MK5 4X4 Shimutshibu Motor Company
Ford Fiesta 4 doors Kinetic : Ford Fiesta 4 doors Kinetic Volkswagen GmbH
Ford Foxbody Mustang Cobra hatchback chassis : Ford Mustang SVT Cobra Ford Special Vehicles Team
Ford Foxbody Mustang notchback chassis : Ford Mustang LX Ford Motor Company
Ford Gran Torino chassis : Ford Gran Torino Shimutshibu Motor Company
Ford GT40 chassis : Ford GT40 1966 Ford
Ford Mustang GT SN95 chassis : Ford Mustang GT (SN95) Ford Motor Company
Ford Mustang V6 SN95 chassis : Ford Mustang V6 (SN95) Ford Motor Company
Hauler's SuperDuty chassis : Hauler's SuperDuty 500 Hauler's
Hauler's SuperDuty chassis : Hauler's SuperDuty Extra 750 Hauler's
Hellcat Charger chassis : Hellcat Charger SRT-8 CUSTOM Motor Company
Holden Special Vehicles VE Commodore chassis : HSV Clubsport E3 (VE) Holden Special Vehicles
Holden VE Commodore chassis : Holden Commodore SSV Special Edition (VE) GM Holden Ltd
Holden VE left-hand-drive chassis : Pontiac G8 GXP (VE) GM Holden Ltd
Honda CRX chassis : Honda CRX 1.8 DVC Duhen Incorporated
Honda CRX chassis : Honda CRX 2.2 DVC Duhen Incorporated
Honda Racing CRX chassis : Honda Racing CRX 2.0 CDVC Duhen Incorporated Factory Racing Team
Hyundai Elantra : Hyundai Elantra Volkswagen GmbH
Ishima Enula chassis : Ishima Enula WR SuperTurizmo Ishima Co. Japan
Ishima Enula chassis : Ishima Enula WRZ Ishima Co. Japan
Kia Ceed chassis : Kia Ceed SW Kia
Lamborghini Aventador J chassis : Lamborghini Aventador J Lamborghini S.p.a
Lamborghini Diablo SV chassis : Lamborghini Diablo SV 97 Automobili Lamborghini S.p.A.
Lancer Evolution 6 chassis : Mitsubishi Lancer Evolution 6 Shimutshibu Motor Company
Lancia Stratos HF chassis : Lancia Stratos HF 1974 Lancia
Mazda RX-8 chassis : Mazda RX-8 Mazda Motor Company
Mazda2 : Mazda2 Einvagen USA
MC GT B-series chassis : MC GT B-series Muscle Cars America
Mercedes Benz A45 AMG 2014 : Mercedes Benz A45 AMG 2014 Shimutshibu Motor Company
Mercedes-AMG GT chassis : Mercedes-AMG GT S 2016 Mercedes-AMG
Mercedes-Benz S-class w126 chassis : Mercedes-Benz S-class w126 Mercedes-Benz
Mercedes-Benz W140 chassis : Mercedes-Benz W140 addi
Mitsubishi Eclipse GSX 99 chassis : Mitsubishi Eclipse GSX 99 Turbo AWD BOMEX Shimutshibu Motor Company RallyCar Developers
Montreal chassis : Alfa Romeo Montreal 1970 Alfa Romeo
Mustang Bullit 68' chassis : Mustang bullit 68' Mustang Finest American Automobiles
Nissan 240SX S13 Driftmashine chassis : Nissan 240SX S13 Driftmashine Nissan motors
Nissan 240SX S13 Second chassis : Nissan 240SX S13 Second Nissan motors
Nissan March FlexFuel : Nissan March FlexFuel nissan
Omni GLHS data chassis : Dodge Omni Shelby GLHS 1986 Omni GLHS data
Opel Astra Touring chassis : Opel Astra Touring Opel
Peugeot 206 4-Doors feline Automatic : Peugeot 206 4-Doors feline Automatic Shimutshibu Motor Company
Peugeot 207 Hatch XS : Peugeot 207 Hatch XS Chevrolet
Peugeot 207 Hoggar XR 2011 : Peugeot 207 Hoggar XR 2011 Peugeot
Peugeot 308 ALLURE : Peugeot 308 ALLURE Peugeot
Peugeot 408 ALLURE : Peugeot 408 ALLURE Volkswagen GmbH
Pontiac Fiero GT chassis : Pontiac Fiero GT 1988 General Motors
Pontiac GTO chassis : Pontiac GTO '69 Muscle Cars America
Porsche Carrera RS 73 chassis : Porsche Carrera RS 73 Shimutshibu Motor Company
Prime DLH 500 chassis : Prime DLH 500 Prime Finest American Automobiles
Prime DLH 500 chassis : Prime DLH 500 Prime Finest American Automobiles
Regal GNX chassis : BUICK Regal GNX 87 Muscle Cars America
Regal T-Type 86 chassis : BUICK Regal T-Type Coupe 86 Muscle Cars America
S14 : Nissan Silvia (S14) Nissan
Saleen Mustang SN95 chassis : Saleen S281 (SN95) Ford Motor Company and Saleen Inc
Saleen S331 SuperCab chassis : 2008 Saleen S331 SuperCab (FX2) Saleen
SanderoSport chassis : Renault Sandero Sport Einvagen USA
Shimutshibu Focer chassis : Shimutshibu Focer RC 200 Shimutshibu Motor Company
Shimutshibu Focer chassis : Shimutshibu Focer RC 300 Shimutshibu Motor Company
Shimutshibu Focer WRC chassis : Shimutshibu Focer WRC Shimutshibu Motor Company RallyCar Developers
Skoda Rapid chassis : Skoda Rapid 2012 Skoda Auto
Subaru Forester XT 2008 : Subaru Forester XT 2008 Volkswagen GmbH
Subaru Impreza WRX STI Wagon 2004 : Subaru Impreza WRX STI Wagon 2004 Subaru
Supra MK-III chassis : Toyota Supra MK-III Toyota
Supra MK-III TRD chassis : Toyota Supra MK-III TRD TRD
Toyota Celica GT-Four chassis : Toyota Celica GT-Four Toyota motors
Toyota Supra Mk.IV chassis : Toyota Supra Mk.IV Toyota
Vauxhall Agila chassis : 2011 Vauxhall Agila 1.2 Design Vauxhall
Vaz 2104 : Vaz 2104 Einvagen USA
Vaz 2105(07) chassis : Vaz 2105(07) Einvagen Specialities USA
vaz pickup chassis : vaz pickup Einvagen USA
Volkswagen Fox 2008 4 portas 1.6 MI : Volkswagen Fox 2008 4 portas 1.6 MI Volkswagen
Volkswagen Gol G5 Power 2012 : Volkswagen Gol G5 Power 2012 Volkswagen
Volkswagen Jetta 2.5 : Volkswagen Jetta 2.5 Volkswagen GmbH
Volkswagen Polo 2.0 : Volkswagen Polo 2.0 Volkswagen
Volkswagen Santana Quantum 2001 chassis : Volkswagen Santana Quantum 2001 Shimutshibu Motor Company
Volkswagen Saveiro g6 CS Trendline 2015 : Volkswagen Saveiro g6 CS Trendline 2015 Volkswagen GmbH
Volkswagen Voyage G5 2012 Comfortline : Volkswagen Voyage G5 2012 Comfortline Volkswagen GmbH
VOLVO 850 chassis : VOLVO 850 T-5 97 Custom Einvagen Specialities USA
VW BEETLE 66 chassis : VW BEETLE 66 Shimutshibu Motor Company
You can repair parts by dragging them to the icon that
was used to repair the whole car.
The repair-parts button now functions as a re-buy button;
if you drag a part to it you can purchase another one of the same at
full condition but the price will be a little bit more than in the
catalogue. You can re-buy composite parts like engines too.
To re-buy the complete car and place the old one to the car lot just
click it without dragging anything.
There is now a new information icon next to the ROC icon, it displays max torque and max HP for the current car and by doing so speeds up tuning.
You can access any of the new abstract paintjobs from the painter with the extended copy part-paintjob feature.
The game generates the opponents(still 351 of them (117 per club)) and sorts them by their max HP but it does this much faster now.
If you just wan't to build cars and mess around select a car from the CarSelect menu and do it that way.
A button is added to sort the cars in the car lot by their chassis type.
Switching the current car to the left or right is now possible.
You can repair(for more money than in the garage)
or sell(for less money than at the dealer) cars directly from the car lot.
If you have rims installed to the car but there is no tyre on them (or on some of them) the catalogue helps you select the compatible tyres (with the usual icon but now it only highlights the correct tyres).
In the vehicle part of the catalogue there is now a RANDOMIZE button which runs the random generator (the same one as with the night races) on the current car.
Here I share the small adhoc programs (with their sourcecode) I used to put together the mod compilation.
I used this to generate the rpk for the abstract colors from the files present in cars\textures\abstract_textures
the source is pretty self-explanatory.
This was used to eliminate missing resource errors from the error logs it scans rpks for referenced but missing resources (classes, textures, models)
if it find such errors it tries to fix them by moving a logically empty file of the proper kind to the referenced location, or if the file is a missing class file it removes the corresponding entry from the rpk.
I used this to eliminate "multiple packages placed at the same location" errors it checks if there are more packages defined in a folder and if so it tries to fix it.
(I mainly used it to force a predefined package to all classes in a folder (yes even classes without sources))
This program was necessary because (I think) there is a limit on the number of rpks the game engine can handle so merging was needed this is a relatively naive solution to the problem but it works for simple mods like rims, tyres or wings.
it converts all the rpks in the same folder as the exe to rdbs (it needs the resdecode.exe to be present in the same folder)
Much like the program above...
Evenly divides folder-rdb pairs to other folders (you can specify how many sub-packs you want).
I needed this because there is also a limit on the number of entries in one rpk.
(4 lines of code) renames java_BAKPackage files to java (reverts a backup essentially)
Doesn't do what the title suggests it adds the decor-muffler definition to all the proper cfgs of the cars.
Adds roof scoop definition to cfgs.
It's a small GUI to persist new positions of parts (inspect the code).
It fixes the error slrreditor makes when you tick a lot of engines and makes external camera positions and osds consistent.
There will not be any multiple package errors or missing resource errors, nevertheless it is impossible to prevent any and all crashes mainly because the memory management of the game isn't very clever; if you play long enough or force the game to allocate a certain amount of objects(inspect every page of the catalogue in one sitting) it will run out of memory even if some of the objects could be destroyed and the attached memory freed (garbage collection is primitive), another source of crashes are shadows if you see white blobs in place of shadows(under cars) the game will crash in a couple of frames (this can be prevented by disabling blobshadows under traffic cars and fake racers for that download the SlrrBlobShadowRemover.7z http://www.mediafire.com/download/16pvld0hpp7uwdd/SllrBlobShadowRemoval.7z and extract it to the slrr root folder(where the slrr exe is)) other errors I tried (and I think I succeeded) to fix, and I tested them out as well meaning I played the game I won ROC I lost ROC I cruised around the city participated in night races tried quick races and the game held together so I think I can say it works fine (not perfect of course but fine).
It is probably not possible as I mentioned there is (I think) a limit on the number of rpks and this compilation is very near that limit (cars probably can be added but naturally I can't guarantee they'll work with the modifications I made to the core javas).
This is how I added new cars; first install the mod, tick all the engines with slrreditor than run the SLRReditorFix&RemoveOsd&120Fov.exe in the root (this deletes any custom osds, sets the external camera to 120fov and fixes the engine references),
than find a _mian_*.cfg and copy the neon and the other slots from the end of the file than check the CarSelect.java file uncomment the lines which add the positioning buttons and the AddWing button, and than check the AddWing() function it'll help position the slots.
I don't care what you do with the compilation.
Pat the original authors of the mods included on the back.
Removes blob shadows and makes the game render normal projected shadows for traffic and fake racers (as it does for normal race cars) (adds cruising fake racers to Valocity as well). (also fixes the crashes that occurred with shadows turned on)
Sometimes, you might download a mod that messes up the driver's head like in the picture below:
To fix it, go into the car's data directory/scripts. When there, open up the main car .cfg.
If you want to move the driver's head, search for camera.
The first line that will come up is the line that you will need to edit.
The first line makes it either move left or right. To make it go left, make the number negative. To make it go right make it positive. The second line moves it up and down. The third line moves it forward and backward. You will need to know this for future steps!
Next, if you want to move the hand's position, search for steering.
The first line that will come up is the line that you will need to edit. Make sure to look at the information above in order to know how to edit it.
Next, in order to move his body, search for seat.
The first line that will come up is the line that you will need to edit. Make sure to look at the information above in order to know how to edit it.
Finally, to edit the location of his legs, search for pedals. (it should also be right under the seat line.)
The first on that comes up is the line that you will need to edit. Make sure to look at the information above in order to know how to edit it.
SkylinesBike_data and SkylinesBike.rpk Copy to cars/racers
SkylinesBike_suspension and SkylinesBike_suspension.rpk Copy to parts directory
Motorbike is converted from model found on internet. - autor unknown - if you know who made it - let me know.
Need to know:
This mod was almost three year without touch on my HDD. It should not be released because it is very buggy. I textured it in few last days and it took me just little of time so... quallity is pretty bad. I added max file to archive so any one can try to fix some problems. I will not. It was just a experiment and originally was created in 1,5 hour to see how will handle vehicle like this. It looks like motorbike but it i still a car. Have 4 wheels, and car _phys. I was not able to modify _phys_frame because it would make the bike unstable and undrivable so if you take a turn you will see sparkles on the ground caused by original _phys_frame.
Many. It is bug all alone.
Do not use this mod.
Make sure you know how to remove mods if you will want to remove it or your game will crash.
Skoda Octavia Ambition/Elegance/Touring/WRC 2013 for SLRR 2.2.1 and MWM
Copy to cars/racers
Ambition/Elegance Skoda Octavia is converted from official Skoda presentation app from google play.
Touring/WRC is based on Skoda Octavia from official Skoda presentation app from google play. Customized by me. I used parts from Turn 10´s Forza game and other unknown sources.
Need to know:
This car was almost year without touch on my HDD so i fixed minor bugs i found in few last days.
Appreciate details - you will allways find something new. Like on my S13
Touring/WRC actually does not exist in this generation
Maybe some minor bugs. - let me know if you find some
(I take no responsibility for creating any of these great mods)
-BMW E30 M3
-Ford/Shelby Mustang SN95
-Nissan R34 GTR
-MagnumForce Streed Rod Cars
(Replaces all the original cars with 60's-80's muscle cars)
Okay here is the simplest guide to RPK scripting! By the end of this you'll be scripting like a pro! The first thing to remember is that it looks a lot harder than it really is. This is something ANYONE can do, it just looks confusing which turns a lot of people away! If you still can't do it after this guide, then what can I say, you need serious help
Okay first things first, you need two .exe's: resdecode and resconvert. Chances are, you already have these two files in your slrr folder!
You want to copy BOTH and PASTE them into a new folder. I made a new folder in my documents and put them there.
Okay, now you're ready to get started. For this tutorial, I will be using the rpk from my drag wheel mod as an example. You can use any rpk because they're all very similar. But for simplicity sake, I will use this.
Now we need to convert this rpk to an rdb (readable/writable) file. You're in luck, the resource converter makes this really easy!
Just DRAG the rpk onto the resource converter EXE like this:
The program will open. Everything on the left is in rdb format, and everything on the right is rpk format. If you double click the name of the rpk on the right, it will convert to rdb. So once you double click it will look like this:
Close the resource converter. You will now see you have another file in your folder. This is the rdb that has been converted. Right click it and open with notepad
When it opens it will look like this:
Okay here is where the fun starts. Pay attention to these </FILE> lines. Every snippet of code is separated by these and it is important to not forget them when making new bits of code. Also <FILE RES> and <FILE RSD> go hand-in-hand. (ignore the numbers they don't matter). A good way to tell where a piece of code ends and where another starts is by looking for the RSD bit. So we look at <FILE RSD> and see right below it is the location of the texture I'm using. This is where the piece of code ends. Right below it is another </FILE>, this signifies a new piece of code starts.
I've highlighted the entire piece of code so you can visualize it better.
I have THREE textures, so I need THREE pieces of code locating each of them!
Next we have the "typeof" and "superid" lines. The typeof line tells the game what type of resource this piece of code is.
Common ones you will see:
typeof 5: this is for meshes (.scx files)
typeof 8: this used for scripts (cfg and class files)
typeof 7: this is for textures
typeof 9: this is for the physical mouse click on a mesh
typeof 14: this is for renders (will talk about renders later)
When defining textures we use typeof 7 and for the superid we use 0x00030003
The superid helps the game find the file. I will explain the superid's later..
This right here is a typeid, these are always unique and are always made up by YOU
I completely made up 0x000000C4, 0x00000BD4, and 0x00000DC4. BUT they are all unique! So before you make up a typeid, hit CTRL F and search for it to make sure it isn't used already.
Imagine parking a red car in a car park full of red cars. How will you ever find it? You must make it UNIQUE, if it is exactly the same as all the others you will have problems. This is basically what the game does, it needs to be able to tell two pieces of code apart. A typeid helps the game find what you want it to find.
Ignore alias and isparentcompatible, these are not important. I personally just copy the source file name and paste it in the alias slot, and I never had to touch isparentcompatible.
Hey guess what? You now understand how to read SLRR rpk code, what each line means, and why it's there! Take a moment to pat yourself on the back.
Take a breather now, we're about to learn about "SECTIONS" of code. You learned what a piece of code looks like, now you will learn what a section looks like. This is possibly the most important thing to know.
Remember those three textures above? Notice how I grouped all three together and at the top. They make up a "section" of code. In this example, this is the texture section. I like to put them at the very top for ease.
Everything highlighted is the "texture section", or "section one".
Let's go to section TWO!
Notice that it is very similar except for some numbers and names. These numbers and names are what define a section pretty much.
Here section two is .scx meshes. Notice the typeof 5 line and the superid 0x00030001 line. We use these for meshes. Now look at the typeid's, they are again all unique. I just made up whatever I can think of that is easy to remember because we WILL be using this again later (you might want to write these down if you have bad memory).
Side note: never confuse a superid with a typeid. Think of it this way: a superid is SUPER STRONG, you can't change it (unless you know what you are doing). And a typeid means you need to TYPE a unique name. This stuff gets easier the more you use it, trust me.
Since it is a mesh that we want to script, notice that the sourcefile line at the end points to my meshes folder. This is where all my 3d meshes are located. Now, to help me remember all the typeid's and match them to the file. I tend to make a pattern.
So you'll see there is a pattern with the mesh file number and typeid number.
Again, there are few conditions. Each typeid has to be unique and has to be used only ONCE. But I also make them a pattern: D1 - Rim 1, D2 - Rim 2, D3 - Rim 3 etc.. Just to make it easy to remember. YOU DON'T HAVE TO DO IT THIS WAY, BUT IT IS RECOMMENDED. Also, if I'm lazy I don't bother to make a pattern..
Let's go to section THREE. This part may get confusing, so if you don't understand the first time then don't worry. You might need to take a break and reread this part over.
This is where I realize I should have picked a simpler rpk because section 3 and 4 are sort of mixed, but I'll try my best to not complicate things.
Lets name each section:
Section 1: textures
Section 2: meshes
Section 3: click
Section 4: render
Section 5: script
This section is a mix of 3 & 4 by choice. You can make them separate if it is easier for you. We can tell this is a new section because we look at the "typeof" line, and we see that it is different now. For click (mouse click) we see typeof 9, and for render we see typeof 14. Also the alias says "click" and "render".
So remember when you are scripting a click code, you have to use type of 9 and superid 0x00030007. The typeid is unique once again, "B1". If you search in the file you will not find another "0x000000B1" anywhere. If you do you will have problems!!!
Now look at shape parts\defiantpack\meshes\rim_01.SCX. This is in the "click" section, it basically gives the mesh a clickable shape based on how it's modeled.
Now we are getting close to the end! Have a cookie. Let's talk about section 4 or the render section.
Section 4 (render) is a little bit different and you must be able to differentiate different bits of code here.
Again these have unique typeid's, and they will be used in the cfg.
So let's take a close look at this bit of code:
</FILE> <----- start
<FILE 00000017.res >
typeof 14 <---- remember this? 14 is always for
superid 0x00030002 <---- use this superid for renders too, don't touch this
typeid 0x000000A1 <---- same thing, just a unique id
<FILE 00000017.rsd >
mesh 0x000000D1 <---- this is the only place you want to copy a unique typeid. Go to section 2 (meshes) and look at the typeid for rim_01. These have to match. This render is used for rim_01. The next render is used for rim_02. etc..
flags 8.0 <---- flag 8 gives your part a shadow. No flag no shadow.
lod_amp 3.5 <--- ignore this
texture 0x000000C4 <---- end (the end of a render is always the last texture id) Also go all the way to the very top and look at the id of the first texture. This render uses the texture 0x000000C4, also known as "chrome". Without this, the part will not be chrome!
When exporting something from 3DS MAX to .scx, a texture folder will be printed. Inside this folder tells you the name of the textures and what order they need to be in. In this case, the rim only uses chrome so I only applied 0x000000C4 (chrome to it).
It's important to get these textures in order if you have more than one.
For example, if you export a 3DS MAX file to .scx and it prints out these textures:
Then you would have all three textures in the render in that order! That way, when it renders in the game carbon will be on the bottom, paintable in the middle and chrome on top.
Finally, we have the last section. Let's call it section 5 (script). This part is easy, and very simple. I have highlighted the piece of code for rim 1:
This ties everything together. This section brings all the other sections together through the cfg file and the class and java files.
- Script: Valo race day + night (l93_vip)
- Script: old back injury (can be customized)
- Script: the dealer to pay more for buying a car
(You can earn from $ 2,000 to $ 10,000)
- Script: 21 cleaning machine at the dealer (used dealership, BONUS folder)
- Scrpit: Stock and Mod motors are not together
- Script: 3 times more traffic in Valo, than in the original SLRR
- Script: machine in a new place in the garage (not in V1)
- Script: straight wheels in the garage (not in V1)
- Script: prestige in the beginning of the game 270
- Script: button in the garage: SAVE
- Script: button in the garage: MONEY (+ 100.000 $)
- Script: button in the garage: VALOcity
- Script: button in the garage: TESTtrack
- Script: very little tire wear !!!
- Script: Physics 2 (Normal + Drift: v1 + v2,
for good drifta better set DRIFTv2)
- Script: a new career starts at 8 am
- Script: dealers operate from 8 to 20
- Script: time does not change when you select a track,
and return the track to the garage c
- Script: cheap repair machines
- Script: machine complete renovation
(Max was 95%, max was 100%)
- Script: nalezayut all tires on all wheels
(From 5.0 inch to 15.0 inch)
- Script: less time is spent on the installation of parts
- Script: removed the haze on the tracks
- Script: some new engine kits
- Script: Airbag / Min: 2.0; Max: 20.0
- Script: MrSirRG / CamberMAX: 15.5 / MIN: -15.5 / SpacerMAX: 1000
- Script: FuelInjectorSystem (diesel, 95,98 ...)
- Script: Track / Valo / Roc Car fix (F7)
- Script: the new codes:
1.bfm (old: begformoney)
2.roc (old: letmeroc)
3.promo (old: fastpromotion)
4.cheat (old: i like cheating)5.time (old: timemachine)
- ROC race run!
- Valo race run!
- Used dealerhip works!
- New dealerhip works!
- The purchase of complete machines
- All cars have the engine
- Prime DLH 500 (1000HP engine)
- L93 vip envmaps
- Neon lights
- Main menu VIDEO *
- Track selector VIDEO *
- Some new textures
- Changed infa about cars in the garage
- If you eject from the game due to the 2JZ-GTE, in BONUS folder have an old version (2JZ-GTEv1),
This is the same engine only with other textures ,
which will not stop the game .
! FIX! - For those who do not start the game because of the video.
NO VIDEO MEIN MENU:
NO VIDEO TRACK SELECTOR:
- Added color for the money and time
- HQ Stock car
- In all STOCK MOD and some engines have their own category (as in slrr_by_jack!)
- HQ Stock car racing in the ROC
- Slrr_editor sees all engines.
- 2 new VIP motor (Sr20det and 2JZ-GTE)
- Fixed: the game has stopped working after errora:
This tire is to narrow "
- Fixed: the game has stopped working when the dealer came at 7 am
- Fixed: can not move parts
- Fixed: flickering title parts in the garage
- Fixed several small bugs
- A lot of interesting and useful in BONUS folder
SLRR BY MOH SUPERCHARGED V2
in this version it focus on (details,gameplay,playable career,stable)
it doesn't have a lot of mods but all the mods are perfect
you can make your own paint color
and you can add a car in main menu just delete a car called Menu from options and build a car and save it as Menu and restart game
this version is very stable as it doesn't crash or have any bugs its bug free well there was on bug but fixed right away
also special thanks to streetkeningston
Also find great songs here https://soundcloud.com/vaiboniteofficial
You can edit in it as you want and put this on any site but pm me first and put me as an author
also better to download winuha from here to extract the game http://www.winuha.com/download.php
also its based on bb version and it support le and mwm without le2mwm crashes and its for high end device but works on all
and those pics are clean without enb or so and with lowest graphics options
file size is nearly 1.8 gb
also on gom and vstanced only but pm if you want to add it on another one
THANKS FOR FIREFUL0 FOR UPLOADING IT ON MEDIAFIRE
- based on BB93 v1.1 and includes all of its changes
- uncompressed game weighs 256 mb, compressed 94 mb
- the ability to use modifications from 2.3.0 LE
- made completely new interface
- improved overall stability of the game
- by default the game has 3 engines and 1 car
- the game is fully compatible with mods except MW_Mod.rpk file
- no more crashes in the city, at dealers and on the tracks due to the bad quality mods:
-- which means that now you walkthrough the game without losing progress
- completely new headlights and navigator scripts:
-- fixed crash caused by navigator
-- fixed inability to turn on the lights at a certain time
- improved video settings:
-- textures and shadows resolution increased to 8192 px
-- view distance increased to 10000 m
-- added the ability to disable track fog
- improved the painter mode scripts, now it working faster
- improved the mechanic mode scripts:
-- fixed inability to sell single part in the inventory without dragging it to the button
-- fixed loss of controlling car by mouse when using the mechanic mode on the track
-- fixed disappearance of parts from inventory when using the mechanic mode on the track
-- fixed duplication of parts in the inventory
- fixed "mad" cursor in the garage (when it was difficult to select the car part)
- many other small fixes and improvements
- the position of the standard osd elements adapted for 16:9 screens
- all standard wheels were replaced by steelies and don't appear in the catalog
- high-quality textures of asphalt and some objects in the city and on the tracks
- shadows for traffic cars and some objects in the city
- completely new garage
- new battery model
- new catalog
- add money and save game buttons in the garage
- parts position scripts with the possibility of changing the accuracy
- added the ability to disable the adjustability of the hood, trunk and doors
- extended possibilities of engine parts tuning:
-- adjustable fuel type script
-- adjustable engine block deck height and bore, cylinder head valve diameters and supercharger pulley diameter
- adjustable standard suspension, shocks, springs and swaybars
- F6 and F7 keys to the car on track repair duplicated by F10 and F11
- the ability to enter the garage from Track Selector
- the ability to disable police chase on the Test Track
- the ability to disable Time Attack on the Nevada Desert
- the ability to disable day and night races in Valo City
- Drift Mode setting which increases tire grip
- the ability to disable driver model from the options menu
- working swaybars script which can be turned off from the options menu
- the ability to customize the game interface
- standard cars, wheels, wings and some other parts
- Destruction Tools and the car jack
FallVL - Frontend Textures
Lyoncha - Navigator and Lights Scripts
Mindeliszz - Swaybars Sripts
MisterSir - Suspension Scripts
Apendix - Adjustable Engine Scripts
RAXAT - Garage Cursor Fix
G4TNT - NOS Flames Texture
BenyUK - Lights and Smoke Textures
Jack_1990 - Catalog Kit Texture
Andrey Sych - Steelies Model
GTR-X-ITE - Edited Objects
Vasya Ivanov - Testing, Help and Support
Maxim Tiranov - Testing, Help and Support
Nikita Vishnyovsky - Testing, Help and Support
Grisha Fagradyan - Testing, Help and Support
Markovich Lazar - Testing, Help and Support
- adds separation of engines by categories
- engine categories IDs matches the IDs from 2.3.0 LE patch
-- no more compatibility with engines from 2.2.1 and MWM
- other categories in the catalog are unchanged
- configuration file for the B.O.R.A.T tool included to the archive
- adds all standard engines from 2.3.0 LE
- includes the patch for their ability to work on the 2.2.1 MWM version
-- but the ability to adjust engine block deck height and bore, cylinder head valve diameters and supercharger pulley diameter will be lost
- installation instructions included to the archive
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