World Racing 2

World Racing 2

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Modding ABC
By Dr.SirBashtard and 1 collaborators
Complete Modding Guide (WIP)
- Create Addon Cars
- Create Addon Scenarios
- Create Addon Vinyls (DONE)
- Create Addon Rims
- Overview of manually modifiable files
   
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Overview
WIP
How To: Cars
- Poly Limit: 65k
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- Tools: MtKit, PTXTool,Editcar


WIP
How To: Scenarios
To add Scenarios/Maps, there are two general options:

Option 1: You do not have an existing map mesh and need to make one.

Option 2: You already have a 3D model of the map you want to add to the game.

This tutorial will show both versions.



How To: Rims/Wheels
- Poly Limit: 65k per Wheel
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- Tools: MtKit, PTXTool

WIP
How To: Vinyls
- Tools: PTXTool, Graphics software that supports TGA format and transparency.
Tutorial uses Paint.NET

1. Look in Autos\Carfolder\Textures_PC for what is likely to be the largest texture and open it in PTX Tool

2. right click either side, export tga image/mask

3. depending on software used you'll end up with something like this in explorer

4. open the TGA in a software that supports transparency. I only know paint.net so can't say for sure how that will work in gimp.

5. You'll want to end up with something like the above screenshot. Checkerboxes mean transparent areas

6. (Optional) Open the model in mtkit, show only the body material, activate buttons W and UV, take the best resolution screenshot you can, open in graphics software and scale the inside of the box to 1024x1024

7. for Concept T, you'd end up with this, though note that other cars may have other materials using part of the texture so you're not necessarily "safe" to draw on empty bits

8. This can also be done by exporting the model to lwo and getting the UV map through a 3d software like Blender, but that's gonna be a bit much to explain here

9. to make full use of the transparent nature of the game's car body texture, add a new layer below the original texture

10. (Optional) Add another layer between the two, paste the mesh screenshot and set the layer to semi-transparent

11. draw whatever you want on the very bottom layer (note that mesh overlay will likely mute the colors somewhat)
note that logos should also be added with transparency - if it has an opaque background, that will be retained. Cut out any backgrounds separately first

12. before exporting, make sure to disable mesh layers. Save file as tga 32 bit, making sure to have all active layers merged.

13. end up with this:

14. open any ptx in the folder next to your finished tga file in PTX tool
note that there's no "Import tga button" and instead the tga shows up in the file list

15. click yourfile.tga, set compression quality to high (slow) and save the file as compressed ptx

16. uncompressed works too but is annoying because its larger size. there will be compression artifacts but they're not overly noticable imho.

17. (Optional) To check what it looks like without starting the game, look at the vinyl in mtkit by selecting it through the vinyl slider
For WR2 1.4.3. it can also be made an Addon by putting it in Addons\Vinyls\Nameofyourvinyl\Nameofthecarsfolder.ptx I believe, so in this case Addons\Vinyls\Susguy\VWCNCPTT.ptx

18. Final result

19. note especially that in contrast to bmp, colors are selectable and bodylines are on top of the drawings


Other notes: Resolution limit is 4096x4096 in latest PTX Tool, base cars usually only use 1024x1024.
Information: Other mods without Workshop Support
- Backgrounds
- Speedometers
- Traffic
- Numberplates
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WIP
4 Comments
mackylightningracer 11 Jan @ 9:54am 
but i own the game
mackylightningracer 11 Jan @ 9:54am 
tutorial on car making?
Zolton (it/her) 29 Feb, 2024 @ 12:37pm 
small clarification: the poly limit is only an issue with MTkit and not the game itself which can handle over 4 million polys with only minor stutters. in the future there will be a new/updated tool without the poly limit :FH5Kudos:
Pezot99 29 Feb, 2024 @ 10:29am 
Yay! I am on vinyl! :D