Bezrider wrote: ↑Sun Jun 24, 2018 7:58 pm
On the decal pages right at the end you can scroll to a blank page called "Local" what's this page for?
If you save layergroups they will be shown on that page. "Local" might not be the best description to it.
I will definitely take a deeper look again on the stickershop this week. Basicly it is a clone of the Forza-editor, but arguably a worse one. They missed out a couple of things that the Forza-editor can do better. I already gave profounded feedback to it which i hope gets implemented some day.
(for instance you were not able so far to stretch a sticker only in one direction, e. g. taking a simple square and make a stripe out of it. Maybe i missed or overlooked something, but most likely i didn't and it was just not possible.)
In comparison to the editors of Forza and NFS the one in TC2 is simply just on the last place.
(1st NFS and 2nd Forza) The last NFS-games were all completely rubbish, but If Ghostgames did one thing right in NFS than it is the stickershop.
advantages of the NFS-stickershop:
- most intuitive of all three
- stickerable windows (gives you more freedom in your creativity)
- tons of stickers (same as above, and you were able to unlock more and more with the daily challenges)
- ability to edit vinyls from other players (without the possibility to reshare them, which is totally fine)
- ability to use different colors on the front- and rearwheels
- ability to use different colorgroups
(matt, metalic, chrome and so on) and adjust them pretty detailed
- ability to use saved vinyls from one car and edit them for different one, without overwriting the first
(The only flaws, i have in mind, that it had in NFS15 was the limitation of 300 stickers per car and to not be able to save own stickergroups)
I'm pretty sure i will get into the stickershop quick, but i fear i will sometimes give up on my ideas because of the limitations it has. (Maybe i try out Texmod one day.
)