Firt steps in .rpk file

In this lesson we will look at the basics of rpk file.

I'll explain what is rpk file, what rpk file does and how it work, typeofs, аnd more important - how to make addon mods (you can see video of rpk creation process/.java/.cfg/export/loading order(textured) in Grudas/JC's video tutorial)but here we will pay attention only on rpk

The rpk file is like a manager. When you doing mod rpk is the big boss who creates the mod from your mesh,texture and scripts files.

rpk identify your files via
HEX/Hexadecimal code. - Check the lines after the tut. for more info.

Ok for this example i'll create a addon part for the game.
I already have my model exported from 3ds into scx file and textures for it.
When you doing mod no need to do rpk from scratch(You can use existing mod or use rpk creator)

*****

<FILE external_links >
system\
parts\
cars\
parts\engines\
cars\racers\
particles\
</FILE>

Typeof 7 in rpk file is to give ID(identification) on your texture files

<FILE 00000001.res >
typeof 7
superid 0x00030003
typeid 0x000000A1 <-the ID which i give on my Koyorad.tga texture.
alias Koyorad.tga
isparentcompatible 1.00
</FILE>
<FILE 00000001.rsd >
sourcefile parts\Rpack\textures\Koyorad.tga
</FILE>

The next is typeof 5 and we will give ID on our mesh(.scx file)

<FILE 00000002.res >
typeof 5
superid 0x00030001
typeid 0x000000B1 <-the ID which i give on my Koyorad.scx file.
alias Koyorad
isparentcompatible 1.00
</FILE>
<FILE 00000002.rsd >
sourcefile parts\Rpack\meshes\Koyorad.SCX
</FILE>

Now typeof 9, it's also for the mesh files but typeof 9 will give click on your part.(the click is for adjust/tune parts in the game or just for parts which you can click)

<FILE 00000003.res >
typeof 9
superid 0x00030007
typeid 0x000000C1 <-the ID which i give on my Koyorad.scx file.
alias click
isparentcompatible 1.00
</FILE>
<FILE 00000003.rsd >
shape parts\Rpack\meshes\Koyorad.SCX
</FILE>

we are almost done with our mod rpk:) we only need to create "loading order" and select the catalog section for our mod.

typeof 14. From this typeof we will tell on the rpk which textures to use for our part.

<FILE 00000004.res >
typeof 14
superid 0x00030002
typeid 0x000000D1 <- typeof 14 also need ID and this ID will be used in the .cfg of the part
alias render
isparentcompatible 1.00
</FILE>
<FILE 00000004.rsd >
mesh 0x000000B1 <-remember this ID? The ID from typeof5 (Now textures will be added on 0x000000B1 )
texture 0x000000A1 <-the ID mean Koyorad.tga (check typeof7)
texture 0x00000000 <- This ID is for stock game reflections
</FILE>

So our mesh "0x000000B1" will use texture "0x000000A1"wheel.tga and reflections "0x00000000"
The part is textured preper, now from typef8 we will select the catalog section

<FILE 00000005.res >
typeof 8
superid 0x0002F228 <- this ID send my part in Body - Others
typeid 0x000000E1 <- the ID for the .cfg of the part ()
alias script
isparentcompatible 1.00
</FILE>
<FILE 00000005.rsd >
script parts\Rpack\scripts\Koyorad.class
native part parts\Rpack\scripts\Koyorad.cfg
</FILE>
<FILE 00000013.res >


About HEX code IDs that SL use.
0xXXXXYYYY
The code is from two parts - first four and second four.
In this code you can use 16 characters - digits 0-9 and letter A-F
From the first four(these in red) you can identify/select IDs that are out of your mod/rpk
The second four(these in blue)are only ID's that are in your mod/rpk
So ,when give IDs use only the second four.

The time that I give this lesson, is a time for one fast car convert ;) That should be a good motivation for all new modders


That's all :) Hope this will be helpful

Upload this everywhere you want.

03.06.2012 - VStanced.com
 
1.   Posted by Bakchis   2013-06-18 23:04    

Thank you very much for this! :P


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