The mod folders should have the same structure as the game’s main data folder (so first subfolder will be ‘data’), but only contain edited or new files. You can create as many mod folders as you wish, so it’s definitely a good idea to create an own folder for each mod. You can name the folder as you wish, for example ‘mods/MikesPowerMod’, ‘mods/SamsVehiclePack’, and so on are all valid names. To create a new mod first you should create a folder under “mods” that will contain your mod data. Please also note that many things will still change and there is no guarantee that your mod will not break in a future update (or every update!). Be aware that since this is the first time ever that mods are officially support by the game it’s very likely that there will be quite a few hiccups along the way to make Wreckfest a robust platform for modding. The provided TGA to BMAP texture compiler can be used for other modding purposes as well, not just for vehicles. We’re providing you all the tools you need to export your vehicle model from Autodesk 3ds Max and then set it up correctly. We’re back with a bang and you read it right: the latest update to Wreckfest adds an official vehicle modding support for both single and multiplayer, something that obviously many of you have requested to make Wreckfest an even more thrilling, unique experience. Bugbear Entertainment presents Next Car Game | Update : Modding Support!Īpril 20, 2016/ 11 Comments/in News /by Team Bugbear
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