Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 13, 2020 18:31:32 GMT
Hi everybody, just got into rF1 again after years of hiatus. I found that a lot of the old sources for files are dead. I am specifically looking for car skins (real or fictional) for the CCWS, Cart 1995 and CArt Factor mods.
Also I need help adding cars to exisiting teams in the F1 1975/1976/1979 mods. The files structures are different than the ones in the ChamCar mods by idt where I can easily add teams/cars. Any help is appreciated.
Oh, and I need help painting helmets. Not with the physical painting itself but with how I make it look "right". Is there a way I can view the 3d helmet to see if I have to correct something in the graphics file. I guess you know what I mean.
Cheers,
HRR
|
|
|
Post by tomlory on May 16, 2020 2:28:20 GMT
I have(or had) a resource that I'll check for skins.
It sounds like you have some experience making new cars so it feels like if you are unable to then I may not be able to help either but I'm certain that I have at least one of the F1 mods that I can play around with.
I vaguely remember a utility for viewing rFactor skin files but seeing how it didn't become a tool that I used all the time, either false memory or it didn't work. You could certainly see the helmet in-game (not in the spinner but on track).
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 16, 2020 10:00:34 GMT
I have(or had) a resource that I'll check for skins. It sounds like you have some experience making new cars so it feels like if you are unable to then I may not be able to help either but I'm certain that I have at least one of the F1 mods that I can play around with. I vaguely remember a utility for viewing rFactor skin files but seeing how it didn't become a tool that I used all the time, either false memory or it didn't work. You could certainly see the helmet in-game (not in the spinner but on track). That would be cool checking on the skins. No, I have zero experience making new cars. All I did was add additional teams to the idt CCWS mod. That was fairly easy given the file structure. There's only a couple .dds and a .weh file. So it's easy to add a team to the cars folder or just add maybe a third car to an existing team. In those 70s F1 mods the file structure is totally different. They use .mas files I have no clue how that works and were the data of the seperate teams are hidden or how I could manage to add a car to a team or a complete new team to the set. About painting helmets: In CCWS the helmet textures are in a .dds file. These files obviously "wrap" aroung a 3D struture in the game to make it look like a helmet. In CCWS the helmet sits on the side of the car in the start screeen with the spinninig vehicle. So, to paint a helmet and make sure the patterns allign correctly the people that painted their own helmet used some kind of graphic 3D tool to check the textures on the helmet without having to load the file into the game each time to see the result.
|
|
|
Post by tomlory on May 17, 2020 23:01:50 GMT
rFactor 2 has a built-in utility that allows us to open and decompress MAS files. The MAS files are like a ZIP files. Decompress, add or edit files, create a new MAS.
3D Sim Ed also works with MAS but the rF2 tool is easier.
I am pretty sure that our dedicated server has the rFactor 2 MAS as an .exe, I'll see if I can locate it and upload.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 18, 2020 6:59:42 GMT
rFactor 2 has a built-in utility that allows us to open and decompress MAS files. The MAS files are like a ZIP files. Decompress, add or edit files, create a new MAS. 3D Sim Ed also works with MAS but the rF2 tool is easier. I am pretty sure that our dedicated server has the rFactor 2 MAS as an .exe, I'll see if I can locate it and upload. I assume if you are mentioning this rF2 tool it would also work with rF1. But it#s not only the decompressing of the .mas file. It's also a good understanding of the file/files itself/themselves. I would think that I can't just add vehicle files and these vehicles would show in the game. Some other has to "tell" the mod that there is an extra vehicle and to which team it belongs. That is what I have to understand about these type of mods.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 18, 2020 15:16:05 GMT
OK, so while I was fumbliing around with the vehicle files, I managed to add a car into an F2 mod. There is indeed a folder that contains .dds files. Adding a car and helmet was as easy as with the CCWS mod. Still I have no idea of how to add a car to an exiting team in the 1975 F1 mod. My main problem is to understand the dependencies of the various files i.e. what do I have to add where to get the result I am looking for. The veh. file call several other files but it's not clear why the vehicle file for car #17 calls the graphics for car #17 for instance. I am confused.
Now with that F2 mod I have a different problem that I will pick up in a different thread.
|
|