Two things I wanted to know:
When assigning textures in the vehicle editor, some textures are in DDS format. However, making pages and skins for vehicles requires me to have them in PNG format for textures and JPG format for skins. It won't let me use DDS format, which is a little bit annoying. Is there a way to use them? I've been converting each individual skin and texture to their correct format by using Paint.NET, but it'd be preferable to just use the DDS stuff straight-up, instead.
Also, there's a strange bug with modded vehicles. The tachometer's visual redline typically starts at where the actual engine redline is. But with most modded vehicles (but not all of them), the redline is earlier than the actual engine redline? For example, Rubie's Civic EK9 mod (VKI-6) has an engine redline of 9500 RPM. But the visual redline on the gauge actually starts at 9000. It's a minor thing, but what causes it? Or if I come across it on my own mod, how to fix it? For example, a car I'm working on has a redline of 8750 RPM, but the visual redline shows it going up to only like 8200 RPM for some reason, so the needle goes past the redline, or rather, a redline that is higher than it portrays.
When assigning textures in the vehicle editor, some textures are in DDS format. However, making pages and skins for vehicles requires me to have them in PNG format for textures and JPG format for skins. It won't let me use DDS format, which is a little bit annoying. Is there a way to use them? I've been converting each individual skin and texture to their correct format by using Paint.NET, but it'd be preferable to just use the DDS stuff straight-up, instead.
Also, there's a strange bug with modded vehicles. The tachometer's visual redline typically starts at where the actual engine redline is. But with most modded vehicles (but not all of them), the redline is earlier than the actual engine redline? For example, Rubie's Civic EK9 mod (VKI-6) has an engine redline of 9500 RPM. But the visual redline on the gauge actually starts at 9000. It's a minor thing, but what causes it? Or if I come across it on my own mod, how to fix it? For example, a car I'm working on has a redline of 8750 RPM, but the visual redline shows it going up to only like 8200 RPM for some reason, so the needle goes past the redline, or rather, a redline that is higher than it portrays.