Motorsport Manager

Motorsport Manager

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Jǫrmungandr Jan 15, 2018 @ 8:08am
How and where to install custom portraits for the drivers?
In what folder(s) do I place custom portraits, and how to attach them to a driver? I've seen many uploaded facepacks with real-world-F1-drivers in the workshop, but I have no interest in real-world drivers and portraits. I like having fictional drivers, and so I would like to attach my own custom portraits to get some variation and immersion.

Also, what fileformat do the portraits need to be? JPG, BMP, PNG, TGA etc.?
Also, does the portraits need to be a specific pixel-size or they naturally adjust in the gamescreens?

Thnx
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Jǫrmungandr Jan 15, 2018 @ 9:06am 
Thnx. At first look it looks really complicated with "assetbundle" and such, but I'll try and see if I can't figure out how to make one and go from there.
Maian Jan 15, 2018 @ 11:32am 
It's pretty simple after you do it a couple of times. You load the template file that is included with your MM installation into Unity (the version they specify) then find the folder that contains their examples, and that's where you put your portraits. You can load the database (I believe it is also in the template file) to find the list of drivers and what number they are.

After you have the images in there, make sure the settings match the existing ones (when you select one, there's a list of settings in the toolbar on the right - match the examples I think).

To create the portraits assetbundle, there's a small box in the bottom right of Unity where you select the pack the files are added to. 'Portraits' may not be there, but you can type it in to start it. Then make sure all images you want put in the assetbundle have that attribute applied, and then right-click in the list of images and click "Bundle Assets" or w/e it says at the bottom (I'm going from memory). This will create all assetbundles that are in the file (portraits, as well as the others in that list).

Now, navigate to the folder for your unity file, which defaults to a folder in 'My Documents' and find the portraits.asset that you just created, and copy that file to your Motorsport Manager/MM_Data/Modding/Images folder. Then go in-game to the Steam Workshop tab, click 'My Workshop' (bottom button on the left) and make sure 'portraits' shows up there. Hit refresh if it doesn't. And then test it by starting a new career, and make sure 'Test My Mods' is 'on' (upper right of the first New Career screen).


This page on creating liveries goes into a little more depth with menus to help you understand some of it a bit more.
http://www.motorsportmanager.com/en-us/content/tips-creating-best-liveries-steam-workshop
Last edited by Maian; Jan 15, 2018 @ 11:33am
Jǫrmungandr Jan 15, 2018 @ 12:42pm 
Thanks again, mate :)
Originally posted by krikkert:
Thanks again, mate :)
Did you figure out how to do this ..If so could you give me a walk though i cant find MM_WorkshopPackage.unitypackage by going to Assets -> Import Package -> Custom Package , dosent seem to be there
Jǫrmungandr Apr 12, 2018 @ 7:25am 
Originally posted by Spud:
Originally posted by krikkert:
Thanks again, mate :)
Did you figure out how to do this ..If so could you give me a walk though i cant find MM_WorkshopPackage.unitypackage by going to Assets -> Import Package -> Custom Package , dosent seem to be there

I'm sorry. No. I didn't figure it out. I thought I was about to, but turned out I was wrong every time. It seemed unnecessarily complicated... Back in the day all one needed to do to use custom portraits in games was to crop a BMP or TGA etc. and place it in the relevant game folder, and that was it. Now, it's rocket science to figure it out :(
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Date Posted: Jan 15, 2018 @ 8:08am
Posts: 6