The problem with batching them is that you might end up saving as the improper compression format. Yes, it’s slower if you don’t do it by batch, but well worth on saving the filesize, bandwidth and ultimately the loading times of joining your server.
If only the textures seem to change, then you need to generate MIP maps. If the whole model seems to change, then the issue is with the model lacking LOD versions. Why are you still replacing cars when you can add new cars?
There indeed seems to be a problem if the texture dictionary is over 16MB. If you manage to downscale textures enough and get it under 16MB it will work. I have updated the OP with this information.
Also incorrect. I’m aware that in some cases 1024+ textures do work, but for the sake of avoiding problems and people having to trial-and-error, this is what I wrote as limitations. I’ve added about 30 cars and in quite a few cases the texture dictionary is under 16 MB but with textures over 1024 resolution and in a single case one texture being A8R8G8B8 crashed the game.
Yes, it’s in multiplayer. The idea was to let you do it yourself so you could learn but I saved the file just in case. Seems that I accidentally deleted the file in a rush, though :\ sorry.
Who are you to decide what ‘mods’ to run on a server? If you want to decide that so badly, go play by yourself or run your own server, don’t be surprised nobody’ll help you with that.
Clientsided mods are the past now, you can stream vehicle meta files now and there are tools for meging vehicle meta files data with eacother now so I see no reason to why you owuld fuck up your client, I always got an error when messing with clientsided vheicles like init_session and then crash with some error.
Why would you need a tool to ‘merge’ them when you can simply have multiple files? Rather one could use a set intersection tool to only get entries that are only in one of two files.
Car mods that I use != car mods that every server needs because I joined it
Who would want to have mods like blacked out taillights on my Ingot, Knight Racer’s KITT model for the Ruiner, or the VD90R mod? No one, except me, because i’m the only one who drives them. Would be pretty weird to see every Ingot have blacked out taillights, a fuckhueg spoiler, sideskirts and hood scoop, or that KITT spawned in traffic.
Unless you can make a data_folder directive that looks for .meta files, I don’t fancy having to manage four sets of data_file directives for every car I implement. So why you need a tool to merge them? Well, it’s just easier and faster. It also ensures that the vehicles added have mods visible in the FiveReborn Enhanced Trainer menu. For something that only took an hour or two to make, I’m glad I made it, it was worth every second invested.
Here you go. I haven’t tested this new one, but it should work.
Oh, yes I have. But I forgot about it. It’s an elegant solution indeed. Would still have to check the mod IDs for every car though, to make sure it has vehicle mods available.
Hi, im having problems with your method. Im dealing with an A8R8G8B8 format texture and i do not know how to fix that. You say that a 512x512 will crash it but what will not crash it. your method has helped me with other car mods.