Cancelled [Big Update 2] Car Dealer, USA

Discussion in 'Terrains, Levels, Maps' started by Car_Killer, Jun 1, 2015.

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  1. MultiGamerClub

    MultiGamerClub
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    Re: [Big Update] Car Dealer, USA

    It's a map, ok, but.. Where do i put "Car_Dealer_update_1" ?

    As it only is skies...

    And the other one isnt made ready for the stable vrsion. (Not the latest.)

    So..?

    edit:
    Cant load the structure... (building..)

    Picture:
    Dwm 2015-08-21 19-14-37-71.jpg
     
    #41 MultiGamerClub, Aug 21, 2015
    Last edited: Aug 21, 2015
  2. Car_Killer

    Car_Killer
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    Re: [Big Update] Car Dealer, USA

    You unpacked it to BeamNG.Drive/mods/levels folder?
    Update 1 is optional. It only change cubemap reflection.
     
  3. MultiGamerClub

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    Re: [Big Update] Car Dealer, USA

    Mods?

    What do you mean?

    Here's how my BeamNG.Drive is: (F Disk)
    F:\Steam\steamapps\common\BeamNG.drive\content\levels
     
  4. burk

    burk
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    Re: [Big Update] Car Dealer, USA

    you need to put every mod you get in the mods folder, otherwise all of your mods will dissapear every single update
     
  5. MultiGamerClub

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    Re: [Big Update] Car Dealer, USA

    Mod folder?

    Ive never had one or ever heard of it..

    edit:
    Also, every time i update my mods dissapear as u say, but how do i keep them?

    I cant just change the way the levels / vehicles are?

    + Alot mods dont even work when i make them portable with the latest stable (not latest dev) version.
     
  6. randomshortguy

    randomshortguy
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    Re: [Big Update] Car Dealer, USA

    There's a mod system added a while back, just place the .zip in Documents/BeamNG.drive/mods

    This way, mods won't be deleted or moved on an update, you can disable and enable them ingame, and it's generally more organized.

    Also nearly every mod works, it's just a matter of putting in the right place. If it doesn't work, make sure the .zip is structured properly;

    MODNAME.ZIP > levels OR vehicles > MODNAME > (mod's files)
     
  7. MultiGamerClub

    MultiGamerClub
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    Re: [Big Update] Car Dealer, USA

    Will try..

    edit:
    BeamNG.Drive/Mods/<any file here> ? (Do i put it like this? Like any map or vechile?

    edit2:

    This path seems to work:
    F:\Steam\steamapps\common\BeamNG.drive\mods

    When i put any mod into it, it loads :D (Only tested maps, but i guess its working)
     
  8. tjschel

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    How are you supposed to get out of the parking lot? Why are the exits all closed with gates?
     
  9. Car_Killer

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    1. Shift + C
    2. Move camera
    3. F7
     
  10. MultiGamerClub

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    Even after creating a "mods" folder, the building is not loading.. "could not create resource", help?
     
  11. tjschel

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    That's not fun tho. Why did you put the gates there? I wanna drive out.
     
  12. direct_UA

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    Gates comes with dealership mesh.
     
  13. tjschel

    tjschel
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    You can't edit it so that there is no gate covering up the entry ways?
     
  14. direct_UA

    direct_UA
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    only if remove that gate in blender and edit collision
     
  15. MultiGamerClub

    MultiGamerClub
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    How do i get this map to work?

    Third time i try.. Mods folder doesnt work, the building doesnt wanna get created "failed to create resource"

    Is there no solution for this?
     
  16. Car_Killer

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    It MUST be installed in this path:
    C:\users\you_user_name\Documents\BeamNG.Drive\mods\levels
     
  17. MultiGamerClub

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    But you didnt answer the question..

    The building wont get created... and u ignored it..
     
  18. Car_Killer

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    I don't know. For others it work :/ Sorry i don't know.
     
  19. MultiGamerClub

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    I got it to show up..

    But the building wont load..

    Help?

    Pic's:
    Dwm 2015-08-27 12-57-55-43.jpg
    BeamNG 2015-08-27 12-58-09-06.jpg
     
  20. Car_Killer

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