Originally Posted by xFullBoost
is it easy to copy/paste cars from the unpacked TDFRL to an unpacked Shift2?
cant seem to find a thread on it.
I've converted some cars from TDFRL (some time ago using the Xbox source files). Since I've been privately modding both Shift games for several years, it was simple for me. If you are familiar with how cars are put together in the game, then it should be simple for you, too.
The cars in TDFRL are similar to Shift 1, due to using the same shaders/techniques in their material files.
The MEBs should work without issue (no need to import/export through a 3d app). However, to do things right, some MEBs need importing to activate external state ID's for lights/gauges, or to make new MEBs (guage meb for instance).
All material files have to be created new by either using donor BMT files from existing cars, or by creating MTX material files (I use MTX for all materials, except the "generic_xxxx.bmt").
There's one problem on a lot of the cars. The xxxxx_body material will often use the shader property "USE_LAYER_2" for badging and/or livery badging. This is an old property used in the Bodywork shader of Shift 1. There's an additional mapping layer on those mebs, which takes a primary diffused texture and overlays a secondary diffused texture (alpha blended) onto the mesh. The "USE_LAYER_2" property doesn't exist in the Bodywork2 shader of Shift 2. When this happens, the car needs to be imported into Zmodeler, then all badging has to be reworked. I've had to add new polys for the badging, then remap to make things look correct.
Most physics files have to be created from scratch, except for collision files. Use donor cdp/cdv/cgp/cpa/cpt/crd/csd/rcf/vud/etc from an existing car in S2U.
The light glow texture used for TDFRL cars is different than what is used in S2U. The texture has the same name and would need to be renamed and carried over into the generic_lightflares material file.
There's a lot of shortcuts taken with most of the models in TDFRL (lack of light mebs, the "USE_LAYER_2" issue, etc) and poly counts are low, so, I've stopped pulling cars from the game as they don't compare to the quality offered from other games (such as Forza 4).