DISsumSAUCE
Enthusiast
Wow, I was thinking way to hard.umm??...
the material is just that. the byte before the material name (05 in this case) means how many characters there are in the word glass being 5.
Wow, I was thinking way to hard.umm??...
the material is just that. the byte before the material name (05 in this case) means how many characters there are in the word glass being 5.
Wow, I was thinking way to hard.
Ah I know, I always feel like I should try to figure things out on my own first.haha should've just asked mate.
Okay, so I just figured something super cool out. The Xbox 360 version of Horizon 2 did not have the dockyards, a place where Xbox One players love to mess around and drift. Turns out Fast & Furious has it. So guess what I'm working on now...
...the bad part is Fast & Furious has a lot of what I'd call "no drive" zones where they reset the car if you drive down them. Clearly it was added and these other zones removed for performance issues or file size (probably the latter). I just hope I can find a way to combine the two worlds so we can drive the dockyards.
Dunno. There was definitely a guardrail, but maybe it was still physically there, blocked off without me even realizing. I asked a few other folks and they confirmed it was missing. I'm hoping the geometry and collision data is still there and there's just a game object I need to remove. Otherwise I have to make the Fast & Furious version of Europe a totally different track to get some of those races (and dockyards free-roam) to work. Worst case scenario I can probably make an event near the dockyards entrance that loads it up via the FnF "track", then one in there that puts you back into the regular world.did the dockyards exist on 360 horizon 2 but blocked off or just wasn't even there?
I've tried straight-up .zip swaps and the game crashes. I haven't tried starting with a FM4 zip, swapping a model for a FH one, and re-zipping. Might be crashing due to new/different XML data, but I doubt it.Le double post. Anyone ever get horizon cars loading on forza 4? i just always crash. Teancum ?
Dunno. There was definitely a guardrail, but maybe it was still physically there, blocked off without me even realizing. I asked a few other folks and they confirmed it was missing. I'm hoping the geometry and collision data is still there and there's just a game object I need to remove. Otherwise I have to make the Fast & Furious version of Europe a totally different track to get some of those races (and dockyards free-roam) to work. Worst case scenario I can probably make an event near the dockyards entrance that loads it up via the FnF "track", then one in there that puts you back into the regular world.
I've tried straight-up .zip swaps and the game crashes. I haven't tried starting with a FM4 zip, swapping a model for a FH one, and re-zipping. Might be crashing due to new/different XML data, but I doubt it.
Alright so I did a material change to carbon fiber on the body of a lancer. I thought it looked a little off, and looking closer, the CF design is scaled HUUGE. Is there a way to scale it down somehow? or does it stretch depending on the surface length?
Edit: I also tried taking the motor out of a Ferrari with the body, when you copy the body it it happens to be at the end of the file, I know its hard to give a definite answer to this, where is the end?
D3FEKT - have you ever tried injecting an extra piece into a model? I.E. another bumper (renaming it to be unique)? I'm curious to see whether I can do some wild tweaks.
Tried swapping that number with one off of a larger carbon fiber part and a smaller one with no luck, they all have it though starting at 03, I'm gonna look into it more later.I tried simply with swapping a horizon car into 4 and it just crashes
Not too sure on materials. A topic i've barely spent time on. Perhaps to do with the 16 bytes before the material? Like i said, never bothered researching deeper into this matter.
Hmm, each part must have a material ID as well.Injecting as in without replacing a part? then yes I have. Game loads fine but doesn't show the model. With a bit of messing around i found that this area at the start of the carbin defines how many parts there are and also uv mapping i believe. I injected flares on a 458 and took the starting code from a s14 as it has high part count then pasted over the 458 code. It loaded the new part but messed all the materials.
Tried swapping that number with one off of a larger carbon fiber part and a smaller one with no luck, they all have it though starting at 03, I'm gonna look into it more later.
On another note, a while back I messed with a car and made the body wider, had to stretch the windows, bumpers, all that fun stuff. Once I loaded it into the game(fh2) it was barely wider (body wise), but everything else was where I put it, even the side windows were floating. Any idea if there's something in the db I need to mess with?
I changed everything in LOD0, and 1-5, windows, hood, two wings, a "full body kit", not all bumpers are scaled, maybe this is the issue.sometimes rescaling doesn't work and sometimes it does. Have you tried changing all the scales?
Hmm, each part must have a material ID as well
Which game are you playing and, what mods are you trying to run?My game freezes most of the time when trying to load save at the main menu. I have an ihas E burner. It works with over burner and I tried to overburn. Help?