![]() HeadQuarters - Like the cars folder, where headquarters models can be edited Once installed, new folders will appear.Ītlases - Contains all the logos in the game, but won't be affected when moddingĬars - Contains the base elements for creating car models, which will be covered in a later guideĬustom Portraits - Where custom images will be putĭatabase - Contains the base files for the game, such as driver and team stats and infoĭesign Data - More files on each series, but I would recommend you don't interfere with themĮditor - Another folder which dosen't really affect much The mod package will then import (which may take some time depending on your computer). If you accidently delete one of these files from Unity, once more import the mod package but only select the element you deleted to be imported again. You will then need to find the package in the game files - If you are on steam they will be at:Ĭomputer (Windows)/ProgrammeFiles86/Steam/Steamapps/Common (or Motorsport Manager might be in this folder)/MotorsportManager/MM_Data/StreamingAssets/ModTemplate - then the file named MM_WorkshopPackage needs to be imported.Ī bar loading the mod package will be followed by a import selector (see next image on right) - when first creating a mod you will need to make sure everything is checked and imported. To do this, select the Assets tab on the top bar, then Import Package - Custom Package. We now need to import the Motorsport Manager Mod Package - the base from which all mods are made. Once a new project has been opened, the Unity project page should look like (image 3). ![]() The corresponding named folder will be where all the parts of a mod you create will go - which is usually found in your Documents or Computer files (you can quick search your computer files to find where it is). Make sure Unity is selected in 3D mode if you are creating 3D models. Once you have got past this, you will have the option to create a new project - which you can call whatever you want. When first starting with Unity, it may ask you to create an account, this is free but you can also work offline with Unity when creating mods. Once Unity is installed, open it up and then we will need to install the Motorsport Manager package from which we will edit the game. When intstalling, you may need to also download the Unity installer, which can be downloaded from the same place. Once you have found it, downlaod Unity for either Windows or Mac (depending on which you use). Once on the website, navagate to Unity 5x/Unity 5.3.6 (20 July 2016) - see the first image on the right for what the page should look like. Since the game was made in 2016, an older version of Unity was used, and will need to be downloaded. Whilst this guide may seem long, a lot of it is first-time set up related, and once you have done it a few time it will be no problem at all. ![]() CT added making the cost of design equal 0 for cost cap (6.4 KiB) Downloaded 1535 times F1Manager-GiveMoneyPerDesign.CT script to add 1 billion when you create a new design (4.Motorsport Manager was developed on a programme called Unity, and thus modding Motorsport Manager requires the use of Unity. ![]() Points (11.3 KiB) Downloaded 3350 times F1Manager22-V4- added Unlimtied wind tunnel + CFD hours.CT (11.39 KiB) Downloaded 3538 times F1Manager-GiveMoneyPerDesign or make it 0 for cost cap. Activate the trainer options by checking boxes or setting values from 0 to 1į1Manager22_V6.1_Fixed Tyre Wear.CT Fixed Tyre Wear Script (24.61 KiB) Downloaded 5573 times F1Manager22_V6_Added Race Scripts.CT Added Race Scripts (24.76 KiB) Downloaded 1328 times F1Manager22 Cheat Table_V5_A4ar3y_ Added Max DEV Points.CT added Max Dev.Click the PC icon in Cheat Engine in order to select the game process.added an option to make any new design cost 0 so that the cost cap is not reached V4 - Added Unlimited Wind Tunnel and CFD MAU hours Perfect PowerTrain Wear ( Does not include ERS use the first script for that). ![]()
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