Great job dude.A famous cut car being restored (note for the wing borrowed from the Calibra)...
and @pez2k you are allowed to use it on the GT2+, credit will be appreciated.
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As much as I appreciate it, I don't think pez would include it in GT2+ due to it not meeting the project's philosophies (i.e. restoring only from game assets that are publicly known/available).A famous cut car being restored (note for the wing borrowed from the Calibra)...
and @pez2k you are allowed to use it on the GT2+, credit will be appreciated.
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Thank you!Great job dude.
Is it replacing the Primera placeholder?
If it gets implemented into the game, will it eventually be available as a patch?Thank you!
Yes, it is replacing the race-modified Primera body. I just need to make it working with a mix between the CLK Race Car and the AMG C43 physics.
Thanks for the offer, but I don't have space left to add any more cars beyond what I have planned.A famous cut car being restored (note for the wing borrowed from the Calibra)...
and @pez2k you are allowed to use it on the GT2+, credit will be appreciated.
To be honest, the CLK RC physics are most likely just a copy of what they'd set up for the C-Class Touring Car, I don't think they'd need any alteration at all.I just need to make it working with a mix between the CLK Race Car and the AMG C43 physics.
How many 'new' restored cars will be in the next version roughly? can you give some examples of such?Thanks for the offer, but I don't have space left to add any more cars beyond what I have planned.
To be honest, the CLK RC physics are most likely just a copy of what they'd set up for the C-Class Touring Car, I don't think they'd need any alteration at all.
Probably a question for the GT2+ thread rather than here, but I've shown a few upcoming new cars as and when I've got them in-game. The usual answer applies too, that I don't know specifically what is going to be in or not until it's done.How many 'new' restored cars will be in the next version roughly? can you give some examples of such?
Might be worth checking if @submaniac93 would be interested in it for his 2.1 mod. He may have other plans too, but no harm asking.A famous cut car being restored (note for the wing borrowed from the Calibra)...
and @pez2k you are allowed to use it on the GT2+, credit will be appreciated.
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In that case I could imagine a texture mod for the CLK Race Car to turn it into the C-Class. I've seen a texture mod that turns it into the CLK GTR too. Then again I don't expect you to or care if you add those.Thanks for the offer, but I don't have space left to add any more cars beyond what I have planned.
To be honest, the CLK RC physics are most likely just a copy of what they'd set up for the C-Class Touring Car, I don't think they'd need any alteration at all.
Congratulations on releasing the first finished and fully functional new car for GT2 - I know it's been a long road to get here. Now I'm looking forward to trying it out in GT2.1!The time has come~
Mercedes CLK GTR 1997
Comes in 4 colors, each with its own number!
This is awesome! Well done.The time has come~
Mercedes CLK GTR 1997
Comes in 4 colors, each with its own number!
The time has come~
Mercedes CLK GTR 1997
Comes in 4 colors, each with its own number!
Don't ask for a patch with correct specs and such, i'd need to mod a completely vanilla copy of the game in order to provide that, in each different region and revision, sooooooo.... yeah.
I just put the body on top of a clone of the GT-One 98 though i edited what needed to be, such as engine specs, weight and all that jazz.
Engine sound from GT3's Diablo and exhaust sound from GT2's Lotus Elan S4 Sprint, race upgrade.
Files download
As far as GT2 modding goes, I'm just curious when and what the first big breakthrough was.I'm curious to know how the modders here would summarize this year in modding and it's strides, compared to previous years.
As far as GT2 modding goes, I'm just curious when and what the first big breakthrough was.
I'm curious to know how the modders here would summarize this year in modding and it's strides, compared to previous years.
While it's outside of my expertise, it is definitely impressive how far GT2 modding has gotten. I imagine the more recent breakthroughs of custom menus and making all-new cars from scratch would allow for some pretty wild new stuff, assuming you'd be able to fit it all on the disc.There was mod research back in the 90s, it's pretty much been going since launch, off and on. There was a VOL extractor before GT3 came out, I remember playing with it in the early 2000s and it making no sense to me. There was a guy named Skynyrd who figured out basic model editing, with Gameshark codes to move vertices on cars, then there were big sites full of interesting codes and hybridding information like that of RogsR34UK, where the game was stripmined for information. The first bit of what would one day become GT2+ was me spending time with those codes figuring out how to make the Golf V6 4WD, back before the PS2 launch.
Around 2005-2015 I don't know much about, but at the end of that period adeyblue did a lot of GT2 technical research (for speedrunning I believe), culminating in his tool to not just extract, but repack the VOL. I came across some of the mods being made (generally laborious and highly skilled hex editor work), and the limitations that people were hitting, and was interested for nostalgia's sake. I tried out making the Polo work properly, quickly ran into the fact that it would need tools to do it properly, and... wrote them. I reimplemented a lot of adeyblue's research intending to use it for editing rather than just datamining, and eventually did the same with Leo2236's research on models and textures.
Since adeyblue's repacker, there's been a huge collaborative research effort that has figured out many of the game's file formats, then various people have implemented that in tools to keep going further.
I mean, this year Submaniac created the first fully functional scratch-made car for GT2, which is a massive milestone. The research from commongear into the final critical parts of the car model format cleared the last hurdle in the way of custom models, so that we could incorporate his work into alternative tools and continue it further. That's also about the bulk of what I myself have done this year - finish off some research code for reading and writing the models, include the new discoveries, and include OBJ support.
I think adeyblue's GMCreator was also released this year, which is the first tool to create fully custom menu pages, another big hurdle.
Finally, Silent worked on polishing up the existing 50/60fps Gameshark codes, as well as widescreen and other visual enhancements for emulators, which expanded the game in another direction entirely.