![]() But if you see in the code, you can see two more possible types. Only one type of supported mod is available currently. The setup of each car – which engine, which engine swaps, the parts etc – is controlled by these files. An example for this is ‘car_BoltHellcat.txt’. Tires.txt: Existing tires’ setup values are controlled by this file but you cannot add new engines.Ĭar_NAME.txt: Here NAME indicates the name of the car. Do not have a provision to add new engines. But currently, we cannot add new cars due to game engine limitations.Įngines.txt: This file is used to control the existing engines’ setup values. Using this file, new cars can be added to the ‘Showroom’ option available in the main menu. In Windows version, these files will be stored in the directory “\cms2015_Data\Datacars” inside the main game directory.Ĭars.txt: This file controls the car list. This should be human readable, hence the use of text files. Game developers create text files defining the individual parts of the game. At the end, you can see the list of tools that can come handy for modding. A general review of each type is given below and a link will be provided (as we update it) for each type that will take you to a page with detailed information. These vary depending upon the level of complexity to work with them. They are text file changes, official supported game files, and asset file changes. We can split the modding for CMS 2015 mainly into three types.
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