Author Topic: FlatOut Modding - Where should I start?  (Read 583 times)

VajkLaszlo

  • Posts: 14
Hey! I'm new to modding and new to this forum, also, my english is bad... I'm from Hungary, just about to learn english... :D
?


Hi VajkLaszlo, welcome to Bugbear forum. I take it you are interested in modding Flatout 1? There different things and tools to know about modding Flatout 1 or Flatout 2 or Wreckfest. The modding section here at Bugbear forum is pretty much just about how to mod Wreckfest and won't be much help in trying to mod Flatout 1.

The place go to learn about modding Flatout 1 would of been to go to Flatout Joint, but Flatout Joint doors where closed back in Nov 2014.  :(  Flatout Joint got started by a couple of modders Muratus and Pavcules back in Dec 2005 to give us Flatout modders a place to hangout and talk about modding Flatout 1 and then Flatout 2 ( modding for Flatout 1 had been going on for around a year already, Euro version of Flatout 1 had come out in late 2004 ). A lot of great stuff got done there!!  :D

But thanks to Waybackmahcine website archiving Flatout Joint, you can go back and checkout a lot the threads at FOJ. But not all the pages to a thread have been backup, so there a lot missing history. I would be checking the backup points of 2006-2007 when most modding for Flatout 1 got done. Also none of the download links where back up, so no download of mods from the download section of Flatout Joint, but can give you an idea of the mods done for Flatout 1.

http://web.archive.org/web/20051101000000*/http://www.flatoutjoint.com


About Flatout unpacker, there a bfs2pack that used to unpack and pack FO 2 and UC bfs files. For Flatout 1, you need two programs: Flatout 1 - bfs unpacker?

This how I got my start in modding custom tracks in Flatout 1:

Man, you've got screenshots for everything Purple! lol :P I never noticed Frosty before.

On a side note I've noticed most of your custom skins are appropriately purple. In that case my username should be "Pink_02" lol :P


I have purple skins thanks to the skinners at Flatout Joint. I very much appreciate all the purple skins that have been done for Flatout 1 and 2.  :) :) :) :)

A good share of them have been done by Heddly. :)

My first purple custom skin I got was for the Fast Hammer in Flatout 1 back in Jan 2006. My favorite silver car to race online.  :)  My memory fuzzy on who did the skin, was either mud or reaper.



I look once into trying to make a custom skin, Bent Rim was giving me a helping hand, but I did not get far. So I went back to playing with startpoints and spline points and drawing new minimaps in FO1. I'm more of a numbers kind of guy.







When I work on my first FO1 derby pit ( Pav's Barn & Grill ), I did not have a track editor to use at first. So I had to use trial and error method. I use the same startpoint for all 8 cars, started up FO1, saw where the stack of cars where, adjusted my startpoints again, kept doing this until the cars landed on top of the barn. After I got my spacing for the cars on top of the roof, then adjust height number to lower the cars into the barn.

Startpoints = {
   [1] = {
      Position = { -25.863125, 0.643875, 165.262680 },
      Orientation = {
         ["x"]={-0.003201,0.000000,-0.999995},
         ["y"]={0.000000,1.000000,0.000000},
         ["z"]={0.999995,0.000000,-0.003201},


Then Pavcules made a track editor for Flatout 1 that made things a lot easier than using my trial and error method.  :P



The modders at Flatout Joint use ZModeler to make custom cars. Heddly be the guy here at Bugbear forum to contact about making custom cars for Flatout. He done a lot of them.   :D

http://www.youtube.com/watch?v=mXkYbRhnPuo

http://www.youtube.com/watch?v=h9DQOrH8Y7w&t=4s

http://www.youtube.com/watch?v=l0jCi0uDJMU&t=1s


If you got your Flatout 1 from Steam, I highly recommend you patch the Steam v1.0 to the Euro v1.1 version of Flatout 1. Can make copy of of your current Flatout 1 folder if worry the patch might break your FO1.

Here link to the official v1.1 patch I uploaded:

http://www.mediafire.com/file/zzjfwz1g0ji/Flatout1.0to1.1.enUL2.rar

Here a link to Pavcules track editor:

http://www.mediafire.com/file/oir5kzmyjoy/FlatOutTrackEditor.zip


Hi Puprle44, thanks for this info pack! That's a lot information here, really appreciate every words, and thanks for the time you wasted on me. :D :D

Firstly, I know this game is old, the editors for the game are outdated, and the programs which has been used to make the game or to make mods for it are updated, or just gone... Maybe that's why this "operation" isn't that easy as back in '04-'05.

Secondly, I'm going to talk with Heddly, have seen a lot of his work back when I was playing with FO2, and using some FOJ mods to make my game better than excellent. :D

I have some programs now to start learning the game and start working on some stuff to put into the game. Already have 3DSMax, Blender, ZModeler 3 (2 doesn't want to start :/), Photoshop, Gimp, Notepad++, and some VS stuff. Actually having the packer & unpacker to FO1 too. But as TT said before, the 1.1 Patch doesn't want to work for me (Steam version), it wants some CD stuff, maybe the game thinks that I'm using a CD version, or dunno'...

I'm really young (honestly, I'm 14 now :P), and I think I have time to improve my skills in modeling and coding, mainly that's why I'm started ONLY now to mod these games. Maybe later going to work on FO2 and FO:UC too. :P

To sum up, thanks for the advices, really appreciate every single word (and ofc your time guys!), gonna' work hard on these things, will post my coming up cars/tracks/whatever I make... :)
« Last Edit: October 05, 2017, 12:28:41 AM by VajkLaszlo »

VajkLaszlo

  • Posts: 14
Can Zmodeler3 export to Flatout format? I never tried it.

The last Zmodeler2 patch killed it for many people. The problem seemed to be the version of Visual C used. I didn't update so I was ok. It might still work if you use Windows compatibility mode for WinXP for Zmodeler2 and then go to Microsoft and/or download the right version of Visual C.

Here is a summary of what to do to get a new car in Flatout.

To put a new car in Flatout, you need to either import a 3d model of a car from the internet or some other game or else build one from scratch yourself. Then save-as often.

Then you open up the example car file. Then you also import the new car model into the same program with the example car. They should be overlapping.

Then you line up the new car so that it is the same size and in the same position as the model car.

The new car can have lots of movable parts like doors but it doesn't have to have them.

After the 2 cars are line up, you need to make sure that the dots that they both rotate around are in the same place.

For some special parts, the example car has pointer dots without any polygons (dummy parts). They show things like where the doors open at, where the exhaust smoke should come out etc.

For you new car, you need to make sure that the model is mapped to some skin file for textures.

If you want damage dents, you need to copy your car parts and then damage on copy by grabbing some polygons and moving them. Don't add or delete any polygons to the damaged part.

When you are done, delete the example car parts, save-as and then export in some format that Zmodeler can open (unless you are already working in Zmodeler).

Open in Zmodeler and then export in the Flatout format.

Then you can either replace an existing car or else you can use FMOD3 and put it in there, or you can mess with regular Flatout and increase the number of cars that it has.

If any of this doesn't make sense, just ask.

Hey! Thanks for the info again!

I thought I need to do the same except the "2 cars in same program", but you proved my thoughts! :D
Actually want to use an already made 3D model maybe exported from other game, or just find one on the internet, and do the same as you wrote down.

Thanks again!

VajkLaszlo

  • Posts: 14
Okay, so the first thing I don't understand, is how to export to .bgm? Yesterday, I downloaded a .z3d file (actually, Chili from FO2), and it's all good, but I can't export or change it's format to .bgm.

EDIT - I did a miracle with my ZModeler 2 and it's starts up, and now finally I can export my .z3d model to .bgm! YEA! :D :D
« Last Edit: October 05, 2017, 01:39:32 PM by VajkLaszlo »

TT

  • Posts: 36
Good to hear!

A few more tips:

For driver position, there is a text file that has coordinates to position the driver. The coordinates might need to be edited.

There are also some text coordinates for collisions that tell the game where the outer edges of the car are. They might also need to be adjusted. The coordinates are for 2 box shapes. One for the lower part of the car, the other is for the upper part with the windows and roof etc.

Another thing is that the names on parts need to be kept the same as the example unless you modify another text file.

Also, when importing some new car overlapping the example, check the direction of those little origin dots that the parts rotate around. Sometimes they can be backwards on the new car and things need to be adjusted. There should be arrows showing the orientation if you highlight the part.

When starting out, you might want to just leave the game unpacked. Maybe rename the folder for some car that you want to replace. Copy that folder and rename it back to the original. Then replace things like the bgm file with your new one.

If you modify any text files, I would back them up first. Don't add extra spaces or tabs. Also, don't use Wordpad. Notepad should be ok.
« Last Edit: October 05, 2017, 05:14:51 PM by TT »

VajkLaszlo

  • Posts: 14
Good to hear!

A few more tips:

For driver position, there is a text file that has coordinates to position the driver. The coordinates might need to be edited.

There are also some text coordinates for collisions that tell the game where the outer edges of the car are. They might also need to be adjusted. The coordinates are for 2 box shapes. One for the lower part of the car, the other is for the upper part with the windows and roof etc.

Another thing is that the names on parts need to be kept the same as the example unless you modify another text file.

Also, when importing some new car overlapping the example, check the direction of those little origin dots that the parts rotate around. Sometimes they can be backwards on the new car and things need to be adjusted. There should be arrows showing the orientation if you highlight the part.

When starting out, you might want to just leave the game unpacked. Maybe rename the folder for some car that you want to replace. Copy that folder and rename it back to the original. Then replace things like the bgm file with your new one.

If you modify any text files, I would back them up first. Don't add extra spaces or tabs. Also, don't use Wordpad. Notepad should be ok.

Thanks again! :D :) :)

I have another question: How to add the car to the game? :D

I saved all the original files to another destination with unpacked all the default .bfs files, but in my "main game" folder they are packed as default. I made a new .bfs for test, and also made a .ini file to it. But how to load it up with the game? I re-wrote some other things, such like the car's name (Speedevil -> Chili), the price etc... But I can't see that's work.... :/

If someone would see them:
- .bfs file and .ini -> Here! (also contains modified filesystem.ini)
- Source files for my mod -> Here! (the model isn't mine)

EDIT - Many things happened after I posted this. I'm going to reinstall my PC (actually change to Windows 10 from 7), and then I'm gonna' post everything that I found out or not. And I deleted all the files that I uploaded to my Google Drive before, because they wasn't good. But ofc, I will continue working on these games! :) ;)

EDIT Version 2 - So, I successfully reinstalled my PC, welcome W10! :) :D About modding; in FlatOut "1", I unsuccessfully replaced my car with an in-game car, so I just let it gone, and try to work on FlatOut 2. Now, I downloaded the .z3d file of Pepper (FO), and exported it to .bgm. Then, I downloaded a "Mod Manager" and a ".bfs packer & unpacker" for FO2, made a new .bfs file called "PepperTest.bfs", and call it in the patch file. The car replaced the in-game car "CTR" (Race Class), but I got a problem. The game loaded both car (LOL). Then I was thinking about re-making the default .bfs's (fo2a/b/c) without the car_1 (that's the CTR). This was unsuccessful, because it's said "Couldn't find file data/cars/car_1 in system files!" (or smth else like that), than I tought I should put the car_1 in one of the default .bfs files. I tried to re-make those with my new "car_1" (Pepper's body), but when I got in game, and selected CTR I always got some errors... Like "Couldn't find data/cars/car_1/panels/part_2_mirror_l!" and stuff like that, than I thought I did something wrong with the body of the car (.z3d/.bgm file). Nope, that wasn't the problem. I figured out that the car has parts like "part_11_bumperrear", and in the CTR's panel file it want's to locate some part's called like "part_4_bumper_rear". So, I need to make a brand new panel file for my new model. That's all for now, I'm going to continue making my first mod for FO and FO2 too.
« Last Edit: October 06, 2017, 04:39:50 PM by VajkLaszlo »

VajkLaszlo

  • Posts: 14
Okay... So, actually, I would need help now.

I just want to change the Pepper's skin1 to skinai1 (to use it while I'm not the AI, just select skin1, which is the grey one), also I made a .bfs file with the skinai1 and skinai1_damaged (ofc I renamed them to skin1 and skin1_damaged), and call it "pepper_skin.bfs", and then call it in the filesytem.

I tried 2 versions:

Archives =
   {
   [1] = "common1.bfs",
   [2] = "common2.bfs",
   [3] = "europe.bfs"
   [4] = "pepper_skin.bfs"
}

And then:

Archives =
   {
   [1] = "pepper_skin.bfs",
   [2] = "common1.bfs",
   [3] = "common2.bfs",
   [4] = "europe.bfs"
}

No one worked. So the question is; HOW THE HELL CAN I OVERWRITE THE ORIGINAL FILE?

TT

  • Posts: 36
 Try a comma at the end of the [3] line in the first version.

Problems usually turn out to be something like that.

Edit: Just saw that you fixed it in the other thread.

Purple44

  • *
  • Posts: 7184
VajkLaszlo, you was able get Flatout 1 to run under Win 10? Which version of Flatout 1 are you using?

Flat out 1 does not work on Windows 10

When it come to loaded modding files that are replacing stock files, be it FO1, FO2, UC or Wreckfest, Your modded file need to be loaded last be the game so it overwrite to stock file. Also have to have your modded file(s) in the correct folder structure so it will overwrite a stock file.

Archives =
   {
   [1] = "common1.bfs",
   [2] = "common2.bfs",
   [3] = "europe.bfs"
   [4] = "pepper_skin.bfs"
}( hit the delete key at this spot, a couple of times before saving in Notepad )

This proper order of bfs files to load a modded skin, but you miss a couple of comas at line 3 and 4.


Archives =
   {
   [1] = "common1.bfs",
   [2] = "common2.bfs",
   [3] = "europe.bfs",
   [4] = "pepper_skin.bfs",
}



Is your folder structure like this?

\data\cars\car_1\skin1.dds
\data\cars\car_1\skin1_damaged.dds
« Last Edit: October 07, 2017, 03:41:27 AM by Purple44 »
Flatout Joint, where the mods were.

i5 2500, 8GB, Nvidia 660 960, SB Recon, Win 10 or Win7 64bit, DFGT Wheel

VajkLaszlo

  • Posts: 14
Try a comma at the end of the [3] line in the first version.

Problems usually turn out to be something like that.

Edit: Just saw that you fixed it in the other thread.


Yup, I will try it with FO too. :)

VajkLaszlo, you was able get Flatout 1 to run under Win 10? Which version of Flatout 1 are you using?

Flat out 1 does not work on Windows 10

When it come to loaded modding files that are replacing stock files, be it FO1, FO2, UC or Wreckfest, Your modded file need to be loaded last be the game so it overwrite to stock file. Also have to have your modded file(s) in the correct folder structure so it will overwrite a stock file.

Archives =
   {
   [1] = "common1.bfs",
   [2] = "common2.bfs",
   [3] = "europe.bfs"
   [4] = "pepper_skin.bfs"
}( hit the delete key at this spot, a couple of times before saving in Notepad )

This proper order of bfs files to load a modded skin, but you miss a couple of comas at line 3 and 4.


Archives =
   {
   [1] = "common1.bfs",
   [2] = "common2.bfs",
   [3] = "europe.bfs",
   [4] = "pepper_skin.bfs",
}



Is your folder structure like this?

\data\cars\car_1\skin1.dds
\data\cars\car_1\skin1_damaged.dds



Both FO running well on my W10 (1 and 2), I'm using the Steam version of both. Actually, I managed to Patch FO2 to 1.2, because Mod Manager didn't managed the default Steam version. On FO, I think I didn't downloaded any patches, but I could be not right.  :-\

The structure is the same, I did it well on FO2. Maybe those commas was the problem. But a interesting fact, in FO I don't have a simple patch file, which load in the patch1.bfs, but in FO2 I do have. So in FO2 I don't have to edit the original filesystem.ini, only the patch file. Maybe that's why my work in FO didn't worked out well. :D

However, thanks for the tips! :) I'm going to mod FO2 from now, also FO, but not that much. I'm more friendly with FO2, and the Mod Manager also made me easier to mod the game.

EDIT - I did downloaded the 1.1 Patch for FO, and except the .exe I used it. But not the .exe, because if I would the game won't start. :/
« Last Edit: October 07, 2017, 10:54:20 AM by VajkLaszlo »

Purple44

  • *
  • Posts: 7184
Try a comma at the end of the [3] line in the first version.

Problems usually turn out to be something like that.

Edit: Just saw that you fixed it in the other thread.


Yup, I will try it with FO too. :)

VajkLaszlo, you was able get Flatout 1 to run under Win 10? Which version of Flatout 1 are you using?

Flat out 1 does not work on Windows 10

When it come to loaded modding files that are replacing stock files, be it FO1, FO2, UC or Wreckfest, Your modded file need to be loaded last be the game so it overwrite to stock file. Also have to have your modded file(s) in the correct folder structure so it will overwrite a stock file.

Archives =
   {
   [1] = "common1.bfs",
   [2] = "common2.bfs",
   [3] = "europe.bfs"
   [4] = "pepper_skin.bfs"
}( hit the delete key at this spot, a couple of times before saving in Notepad )

This proper order of bfs files to load a modded skin, but you miss a couple of comas at line 3 and 4.


Archives =
   {
   [1] = "common1.bfs",
   [2] = "common2.bfs",
   [3] = "europe.bfs",
   [4] = "pepper_skin.bfs",
}



Is your folder structure like this?

\data\cars\car_1\skin1.dds
\data\cars\car_1\skin1_damaged.dds



Both FO running well on my W10 (1 and 2), I'm using the Steam version of both. Actually, I managed to Patch FO2 to 1.2, because Mod Manager didn't managed the default Steam version. On FO, I think I didn't downloaded any patches, but I could be not right.  :-\

The structure is the same, I did it well on FO2. Maybe those commas was the problem. But a interesting fact, in FO I don't have a simple patch file, which load in the patch1.bfs, but in FO2 I do have. So in FO2 I don't have to edit the original filesystem.ini, only the patch file. Maybe that's why my work in FO didn't worked out well. :D

However, thanks for the tips! :) I'm going to mod FO2 from now, also FO, but not that much. I'm more friendly with FO2, and the Mod Manager also made me easier to mod the game.

EDIT - I did downloaded the 1.1 Patch for FO, and except the .exe I used it. But not the .exe, because if I would the game won't start. :/


The Steam version of Flatout 2 is already patch to v1.2, does not need patching like Flatout 1.

Comas only needed in Flatout 1 system.ini and patch.ini files. No comas used in Flatout 2 :)

It was brought to my attention yesterday by hebgbs , that the Grave Digger has lost it big tires if use the PurplePack:



I got hold of Heddly and he got a patch to fix Grave Digger and  the crash caused by the Chopped 55 missing a tire texture. Here download link:

http://www.mediafire.com/download/4jkdzd0o4mi2zc4/PurplePack_Tire_Patch.rar

Use this patch now to load PuprlePack mod.

patch1.bfs
FOJs_Community_Mod.bfs
FOJs_Community_Mod_Trackpack1.bfs
FOJs_Community_Mod_Carpack1.bfs
FOJs_Carpack2_and_updates.bfs
FOJs_Community_Mod_Updates2.bfs
PurplePack.bfs
PurplePack_Tire_Patch.bfs




In Flatout 2, the rules we followed when adding mods:

1. If adding safe mods like skins to the stock cars, I load them in the system.ini file:

fo2a.bfs
fo2c.bfs
megaskinpack.bfs
megaskinpackfinalpart2.bfs
megaskinpackfinalpart3.bfs
aiskinpack.bfs
hippie.bfs
FOJ's_Stock_Car_Camera's.bfs
Heddlys_FO2 Stock CustomCar_6_Pack.bfs


If you don't want to watch the in-game FO2 videos anymore, you can drop fo2b.bfs file from your system.ini file. Always list mod bfs files after the fo2*.bfs files.

If you were to go online with F02, you can not join a stock FO2 host if you using any modded files that are not "safe". With custom skins, I can still join a stock FO2 host. Flatout 1 did not check for modded files, but we were not suppose be taking FO1 online, but we found ways of doing it tapping into the LAN code.  :D

Flatout 2 does an online check for modded files. If modded files found, you can only join a host that has the exact same modded files.

2. When adding modded files to Flatout 2, should use the patch.ini file to load modded bfs files after patch.bfs. And if using the FOJ community mod, need to load your custom modded bfs file after the 5 parts of FOJ community mod.

patch1.bfs
FOJs_Community_Mod.bfs
FOJs_Community_Mod_Trackpack1.bfs
FOJs_Community_Mod_Carpack1.bfs
FOJs_Carpack2_and_updates.bfs
FOJs_Community_Mod_Updates2.bfs

FOJ_C_MOD_Carpack3_addon.bfs


Carpack 3 overwrites the carpack 1 cars.


I got over 300 different bfs files in my Flatout 2 folder. Flatout 2 will ignore all bfs files unless they are listed in the system.ini or patch.ini files.


EDIT - I did downloaded the 1.1 Patch for FO, and except the .exe I used it. But not the .exe, because if I would the game won't start. :/


I believe the v1.1 exe that come with official patch will ask you for the CD, so need use a noCD v1.1 exe file. Like the one found in the Gold version of the FOv3 mod for FO1.
Flatout Joint, where the mods were.

i5 2500, 8GB, Nvidia 660 960, SB Recon, Win 10 or Win7 64bit, DFGT Wheel

VajkLaszlo

  • Posts: 14
Try a comma at the end of the [3] line in the first version.

Problems usually turn out to be something like that.

Edit: Just saw that you fixed it in the other thread.


Yup, I will try it with FO too. :)

VajkLaszlo, you was able get Flatout 1 to run under Win 10? Which version of Flatout 1 are you using?

Flat out 1 does not work on Windows 10

When it come to loaded modding files that are replacing stock files, be it FO1, FO2, UC or Wreckfest, Your modded file need to be loaded last be the game so it overwrite to stock file. Also have to have your modded file(s) in the correct folder structure so it will overwrite a stock file.

Archives =
   {
   [1] = "common1.bfs",
   [2] = "common2.bfs",
   [3] = "europe.bfs"
   [4] = "pepper_skin.bfs"
}( hit the delete key at this spot, a couple of times before saving in Notepad )

This proper order of bfs files to load a modded skin, but you miss a couple of comas at line 3 and 4.


Archives =
   {
   [1] = "common1.bfs",
   [2] = "common2.bfs",
   [3] = "europe.bfs",
   [4] = "pepper_skin.bfs",
}



Is your folder structure like this?

\data\cars\car_1\skin1.dds
\data\cars\car_1\skin1_damaged.dds



Both FO running well on my W10 (1 and 2), I'm using the Steam version of both. Actually, I managed to Patch FO2 to 1.2, because Mod Manager didn't managed the default Steam version. On FO, I think I didn't downloaded any patches, but I could be not right.  :-\

The structure is the same, I did it well on FO2. Maybe those commas was the problem. But a interesting fact, in FO I don't have a simple patch file, which load in the patch1.bfs, but in FO2 I do have. So in FO2 I don't have to edit the original filesystem.ini, only the patch file. Maybe that's why my work in FO didn't worked out well. :D

However, thanks for the tips! :) I'm going to mod FO2 from now, also FO, but not that much. I'm more friendly with FO2, and the Mod Manager also made me easier to mod the game.

EDIT - I did downloaded the 1.1 Patch for FO, and except the .exe I used it. But not the .exe, because if I would the game won't start. :/


The Steam version of Flatout 2 is already patch to v1.2, does not need patching like Flatout 1.

Comas only needed in Flatout 1 system.ini and patch.ini files. No comas used in Flatout 2 :)

It was brought to my attention yesterday by hebgbs , that the Grave Digger has lost it big tires if use the PurplePack:



I got hold of Heddly and he got a patch to fix Grave Digger and  the crash caused by the Chopped 55 missing a tire texture. Here download link:

http://www.mediafire.com/download/4jkdzd0o4mi2zc4/PurplePack_Tire_Patch.rar

Use this patch now to load PuprlePack mod.

patch1.bfs
FOJs_Community_Mod.bfs
FOJs_Community_Mod_Trackpack1.bfs
FOJs_Community_Mod_Carpack1.bfs
FOJs_Carpack2_and_updates.bfs
FOJs_Community_Mod_Updates2.bfs
PurplePack.bfs
PurplePack_Tire_Patch.bfs




In Flatout 2, the rules we followed when adding mods:

1. If adding safe mods like skins to the stock cars, I load them in the system.ini file:

fo2a.bfs
fo2c.bfs
megaskinpack.bfs
megaskinpackfinalpart2.bfs
megaskinpackfinalpart3.bfs
aiskinpack.bfs
hippie.bfs
FOJ's_Stock_Car_Camera's.bfs
Heddlys_FO2 Stock CustomCar_6_Pack.bfs


If you don't want to watch the in-game FO2 videos anymore, you can drop fo2b.bfs file from your system.ini file. Always list mod bfs files after the fo2*.bfs files.

If you were to go online with F02, you can not join a stock FO2 host if you using any modded files that are not "safe". With custom skins, I can still join a stock FO2 host. Flatout 1 did not check for modded files, but we were not suppose be taking FO1 online, but we found ways of doing it tapping into the LAN code.  :D

Flatout 2 does an online check for modded files. If modded files found, you can only join a host that has the exact same modded files.

2. When adding modded files to Flatout 2, should use the patch.ini file to load modded bfs files after patch.bfs. And if using the FOJ community mod, need to load your custom modded bfs file after the 5 parts of FOJ community mod.

patch1.bfs
FOJs_Community_Mod.bfs
FOJs_Community_Mod_Trackpack1.bfs
FOJs_Community_Mod_Carpack1.bfs
FOJs_Carpack2_and_updates.bfs
FOJs_Community_Mod_Updates2.bfs

FOJ_C_MOD_Carpack3_addon.bfs


Carpack 3 overwrites the carpack 1 cars.


I got over 300 different bfs files in my Flatout 2 folder. Flatout 2 will ignore all bfs files unless they are listed in the system.ini or patch.ini files.


EDIT - I did downloaded the 1.1 Patch for FO, and except the .exe I used it. But not the .exe, because if I would the game won't start. :/


I believe the v1.1 exe that come with official patch will ask you for the CD, so need use a noCD v1.1 exe file. Like the one found in the Gold version of the FOv3 mod for FO1.


Well, thanks again all the infos! :)

Did you guys modified some default .bed files to get new slots for cars, or just make the right files for them?

For example: I make a new folder called car_46 (we know as default there's 45 car in the game), put them all the files what a car need (.bgm's, .dat, skin files etc...), and that's all? I could have that car after the truck?

Also, I downloaded and made all the FOJ mods work which I found on ModDB (with your pack too ;)), there's a car_46, so if I made a new car now and name it as car_46, make it to a new .bfs, and load it in the good way, it should replace the FOJ car_46 with mine, right?

TT

  • Posts: 36
There was another big mod project called MCO Mod.

There were many versions of it and different cars got added and subtracted all the time.

I don't know if any versions are still out there.

It was all old muscle cars.

Purple44

  • *
  • Posts: 7184

Well, thanks again all the infos! :)

Did you guys modified some default .bed files to get new slots for cars, or just make the right files for them?

For example: I make a new folder called car_46 (we know as default there's 45 car in the game), put them all the files what a car need (.bgm's, .dat, skin files etc...), and that's all? I could have that car after the truck?

Also, I downloaded and made all the FOJ mods work which I found on ModDB (with your pack too ;)), there's a car_46, so if I made a new car now and name it as car_46, make it to a new .bfs, and load it in the good way, it should replace the FOJ car_46 with mine, right?


I'm not the guy to ask about the new car slots added to Flatout 2. Mur did the tweaking of the database file to add more car slots.

Yup make a new car_46 car with the right files and let it over right car 45. I would suggest you unpack carpack 3. I belive this mod just added new cars to the FOJ mod. Would give you an idea what files need to be tweaked, if there more files what in the car slot folder.

Maybe Heddly will stop by and post some tips about adding new custom cars to the FOJ mod?

https://www.youtube.com/watch?v=Q4GhjYrzTRM


http://www.moddb.com/mods/foj-community-mod/addons

Heddly has added a lot of great cars to Flatout 2. The gokart and Willies pickup are 2 my favorites.  :D

« Last Edit: October 08, 2017, 05:17:20 AM by Purple44 »
Flatout Joint, where the mods were.

i5 2500, 8GB, Nvidia 660 960, SB Recon, Win 10 or Win7 64bit, DFGT Wheel

Purple44

  • *
  • Posts: 7184
There was another big mod project called MCO Mod.

There were many versions of it and different cars got added and subtracted all the time.

I don't know if any versions are still out there.

It was all old muscle cars.


The MCO mod was around before we got Flatout Joint started. They had some nice muscle cars and some older cars in their mod. Heddly did a mod to add the MCO custom cars to the FOv3 mod. :)

http://www.moddb.com/mods/foj-community-mod/downloads/mco-mod-fov3-addon




Flatout Joint, where the mods were.

i5 2500, 8GB, Nvidia 660 960, SB Recon, Win 10 or Win7 64bit, DFGT Wheel