| Mod F1 1982 for rFactor | |
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+22Gabriele Maruca Jason White Marco Lenarduzzi Ashar Firdaus Gilles Taux Juha Bos John Fuqua David Jundt Jason Fitch Jacob Fredriksson Timo Vermeersch Filippo Marazzi Brian Janik Marie de Lacrowe Lennart Groessl François Remmen Alberto Ibañez David Sabre Lukáš Vydra Richard Coxon Richard Wilks Pascal Mikula 26 posters |
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Alberto Ibañez Racing Legend
Number of posts : 16788 Age : 121 Location : International Simracing Organisation Registration date : 2010-09-17
| Subject: Re: Mod F1 1982 for rFactor Thu 13 Jun 2019 - 16:18 | |
| Will give them a try thanks | |
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Pascal Mikula Racing Legend
Number of posts : 1189 Age : 24 Location : Classic Motorsport Hub Registration date : 2016-01-04
| Subject: Re: Mod F1 1982 for rFactor Thu 13 Jun 2019 - 16:38 | |
| - David Sabre wrote:
- In the uvmapper you need to scale y so that the mirror reaches the top and bottom of the texture.
Then scale the x until it looks correct in the perspective view. With the texture above it is far easier to see if the mapping is correct. I see what you mean..but I'm not too confident in this one here but I assume that's gonna be the correct mapping. I'm just slightly uncomfortable around that X scaling like..holy shit. But I should still probably move the mirrors closer to the ends, right? I mean..where should the center points be on the mirrors? On the L and R or closer to the edge because visibility? EDIT: I think this is good enough now.. | |
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Pascal Mikula Racing Legend
Number of posts : 1189 Age : 24 Location : Classic Motorsport Hub Registration date : 2016-01-04
| Subject: Re: Mod F1 1982 for rFactor Thu 13 Jun 2019 - 18:55 | |
| Oh good lord.. I don't know if this is really, like..accurate or not. I don't think so. But it's scaled correctly on the Y axis, and the X axis scaling is also there. Maybe it's too far to the edges, the mapping? | |
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David Sabre Racing Legend
Number of posts : 5340 Age : 60 Location : england Registration date : 2012-02-25
| Subject: Re: Mod F1 1982 for rFactor Thu 13 Jun 2019 - 18:57 | |
| The scaling does look weird but it works in game. Also strangely in the mapper they should be close to the centre and slightly overlapped. I've drawn on the right roughly where they should be. The circles show look circular in the perspective view and the squares need to be square to avoid in game the rear view looking stretched. This is because the texture is much wider than it is high. | |
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Pascal Mikula Racing Legend
Number of posts : 1189 Age : 24 Location : Classic Motorsport Hub Registration date : 2016-01-04
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Alberto Ibañez Racing Legend
Number of posts : 16788 Age : 121 Location : International Simracing Organisation Registration date : 2010-09-17
| Subject: Re: Mod F1 1982 for rFactor Fri 14 Jun 2019 - 9:09 | |
| - Quote :
- Now..all that's needed now is a higher-res mirror texture
For that you just resize the texture to double or 4x the size. As long as you keep the proportions of width/length as the original and a multiple of 4 (4,8,16,32,64,128,256,512 ....) they should fit perfectly and increase the resolution as much as you increase the size. | |
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David Sabre Racing Legend
Number of posts : 5340 Age : 60 Location : england Registration date : 2012-02-25
| Subject: Re: Mod F1 1982 for rFactor Fri 14 Jun 2019 - 9:17 | |
| Its strange that the mirrors mapping is not in central and equal for both mirrors. The mirror view position can be adjust in game, ensure that it is central and has not been adjusted. Also the cockpit.ini file can adjust where the mirrors point check for this line in the cockpit.ini file. Its in (X,Z,Y) MirrorPos= (0.000,0.50,-0.90) | |
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Pascal Mikula Racing Legend
Number of posts : 1189 Age : 24 Location : Classic Motorsport Hub Registration date : 2016-01-04
| Subject: Re: Mod F1 1982 for rFactor Fri 14 Jun 2019 - 9:43 | |
| - David Sabre wrote:
- Its strange that the mirrors mapping is not in central and equal for both mirrors.
The mirror view position can be adjust in game, ensure that it is central and has not been adjusted. Also the cockpit.ini file can adjust where the mirrors point check for this line in the cockpit.ini file. Its in (X,Z,Y) MirrorPos= (0.000,0.50,-0.90) Yeah, the line is MirrorPos=(0.00,0.7,-1.0), so basically the same..as in the 182.. I'm going to take a quick guess that I should use the position from the '79 car since it's literally that car Am I glad you pointed that out, otherwise the results would have been very weird! Although..my mirrors in-game are at position 0,0 so.. But at the same time, I think i just found something lethal here.. Why on earth do the 182's and 182T's in my test session all have the 179D skin?? Could it be because the skin names are the same? Should I give the 179's skins a unique name and all the extra dds files too? | |
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Alberto Ibañez Racing Legend
Number of posts : 16788 Age : 121 Location : International Simracing Organisation Registration date : 2010-09-17
| Subject: Re: Mod F1 1982 for rFactor Fri 14 Jun 2019 - 9:49 | |
| - Quote :
- Could it be because the skin names are the same? Should I give the 179's skins a unique name and all the extra dds files too?
Yes and yes | |
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Pascal Mikula Racing Legend
Number of posts : 1189 Age : 24 Location : Classic Motorsport Hub Registration date : 2016-01-04
| Subject: Re: Mod F1 1982 for rFactor Fri 14 Jun 2019 - 9:56 | |
| - Alberto Ibañez wrote:
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- Quote :
- Could it be because the skin names are the same? Should I give the 179's skins a unique name and all the extra dds files too?
Yes and yes Alright. I wonder why it won't show the image to me that I put there. I mean, it's uploaded and the image link is https://i.servimg.com/u/f25/19/39/82/77/grab_025.jpg but I'll do so. Also, to add even more strangeness to the whole matter, the GPC79 Alfa has the very same MirrorPos values. But what are those values referencing? I mean, is that position supposed to be the position of the mirror GMT's in reference to the center point? If so, then the Alfa 182's mirrorpos is wrong too because that position isn't even the 182's mirror position.. | |
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David Sabre Racing Legend
Number of posts : 5340 Age : 60 Location : england Registration date : 2012-02-25
| Subject: Re: Mod F1 1982 for rFactor Fri 14 Jun 2019 - 10:35 | |
| The MirrorPos values tell the mirrors where to point therefore MirrorPos=(0.00,0.7,-1.0) tells the mirror to look through position X 0.00 (centre line), Z 0.7 (up), Y -1.0 (back) from the centre of the car. | |
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Pascal Mikula Racing Legend
Number of posts : 1189 Age : 24 Location : Classic Motorsport Hub Registration date : 2016-01-04
| Subject: Re: Mod F1 1982 for rFactor Fri 14 Jun 2019 - 10:42 | |
| - David Sabre wrote:
- The MirrorPos values tell the mirrors where to point therefore MirrorPos=(0.00,0.7,-1.0) tells the mirror to look through position X 0.00 (centre line), Z 0.7 (up), Y -1.0 (back) from the centre of the car.
So basically negative Y values go towards the back of the car regardless of how the car is built? I mean, the negative Y values in the 3d model are towards the front. And that would mean to go to the position the mirror is supposedly looking through, I would have to enter +1 as Y value in the editor?Plus, since the X value is 0, could there be any other explanation why the mirror mapping is so off for the left mirror? EDIT: Forget what I said about the Y position in the cockpitinfo. It literally says for Y (-FORWARD/+BACK) so the mirror is looking through a position further forward than where the mirrors are?? I mean, if I set Y to +1 in 3DSimEd, I land just about where the mirror "eyepoint" is, so..man that's confusing. | |
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David Sabre Racing Legend
Number of posts : 5340 Age : 60 Location : england Registration date : 2012-02-25
| Subject: Re: Mod F1 1982 for rFactor Fri 14 Jun 2019 - 10:51 | |
| As far as I know Y needs to be a negative number. If its saying Y (-FORWARD/+BACK) then I think thats a typo and it should be Y (+FORWARD/-BACK) | |
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Pascal Mikula Racing Legend
Number of posts : 1189 Age : 24 Location : Classic Motorsport Hub Registration date : 2016-01-04
| Subject: Re: Mod F1 1982 for rFactor Fri 14 Jun 2019 - 11:05 | |
| - David Sabre wrote:
- As far as I know Y needs to be a negative number.
If its saying Y (-FORWARD/+BACK) then I think thats a typo and it should be Y (+FORWARD/-BACK) That would make sense for the mirrors, yes, but for some reason, (-FORWARD/+BACK) is valid for the camera file and the eyepoint in the cockpitinfo.. | |
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Pascal Mikula Racing Legend
Number of posts : 1189 Age : 24 Location : Classic Motorsport Hub Registration date : 2016-01-04
| Subject: Re: Mod F1 1982 for rFactor Fri 14 Jun 2019 - 11:56 | |
| Anyway, the mirrors work, the skins work, now onto something different. I'm trying to give the cars a little personal touch, as in an upgrade which allows, in the spinner only, for the engine cover to be, say..lifted, or taken off from the car to show the engine. Makes a lot of sense to me for the 182T since I made that engine by myself and it looks..pretty good IMO, but I want to give that to all cars, starting with the 179D. Now, my issue is, that..well, I entered the upgrade types and changed the spinner gen file, but when loading up the game, both engine covers are shown regardless of upgrade selection! (The normal graphics gen is unchanged as to only allow the closed cover to appear on-track) I didn't do that with the 182T yet, as I only gave it another engine cover for the spinner, but I'm planning on giving this upgrade option to all cars, so what did I do wrong here? And if I try it with MeshFile=< DEBRIS0 > for the engine cover, which is also called DEBRIS0 and I adjust the upgrade file for it, I get an error saying "DEBRIS0 has no meshes" EDIT: Okay yeah I know what I did wrong. I needed to add < UPNUMBER > behind the instance number in the gen file, otherwise it can't adjust the mesh. Duh. | |
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Pascal Mikula Racing Legend
Number of posts : 1189 Age : 24 Location : Classic Motorsport Hub Registration date : 2016-01-04
| Subject: Re: Mod F1 1982 for rFactor Fri 14 Jun 2019 - 14:16 | |
| Okay so generally I just noticed something that's quite..dramatic, so to say. While trying to get the whole engine cover story to work on the Ferrari 126C2 I noticed that since the 82 cars use SRPL shaders, and they do, those aren't recognized by my 3DSimEd. If I edit a 1982 car part that previously used the SRPL shaders, it just resets to T1 Diffuse and that looks like shit. I only found out about that when I imported the engine cover into ZModeler and it threw me a "Unknown shader SRPLDX9CARPAINTCUBE" something error. I mean, I know in the old 3DSimEd there's a "HardwareShaders" folder, but I'm not sure how I should structure the whole stuff for it to recognize things like SRPL shaders. Maybe I should just download another test version of 3DSimEd3 and try the whole "Registry Clean" trick to try and work on things as long as possible.. Sort of feels like I've learned at such a rate until now that I got myself to believe that stuff would get easy now. As if, lol | |
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Alberto Ibañez Racing Legend
Number of posts : 16788 Age : 121 Location : International Simracing Organisation Registration date : 2010-09-17
| Subject: Re: Mod F1 1982 for rFactor Fri 14 Jun 2019 - 20:04 | |
| Long shot, but try this:
Load the old original part in simeditor and the new one in another window of simeditor.
Now on the old one, select "edit--->erase geometry", select all materials and hit delete. You will effectively have removed all the geometry in the object i.e. deleted it, BUT Simeditor still has in the memory the settings of all materials. Now go to the window where your new object is, CTRL-C to copy and back on the now empty window of the old part, CTRL-V to paste it. The object will appear now there and, hopefully, all shader settings will be kept from the old part. Export saving the new object.
Check if that works. | |
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David Sabre Racing Legend
Number of posts : 5340 Age : 60 Location : england Registration date : 2012-02-25
| Subject: Re: Mod F1 1982 for rFactor Fri 14 Jun 2019 - 20:13 | |
| In 3dsimed you could try saving the materials from the original gmt and load the materials back in for the new gmt. | |
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Pascal Mikula Racing Legend
Number of posts : 1189 Age : 24 Location : Classic Motorsport Hub Registration date : 2016-01-04
| Subject: Re: Mod F1 1982 for rFactor Fri 14 Jun 2019 - 20:27 | |
| Unfortunately I tried all that already. The issue is that 3dSimEd doesn't know what any shaders are except for the standard ones (for example, the GPC79 cars don't use any third-party shaders, hence why the 179D is so shiny), so as soon as the GMT is loaded in, the shader defaults to "T1 Diffuse". It's basically the same as loading it into ZModeler and getting the "Unknown shader" error, except that SimEd resets to a known shader as it has to load the textures. But I'm trying to download 3DSimEd3 now, hope that the whole registry cleaning stuff works for the trial, since version 3 supports all those shaders. Or I could try to give the 82 cars the same shaders as the 79 cars but I'm not sure how that'd look in the end.. | |
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Pascal Mikula Racing Legend
Number of posts : 1189 Age : 24 Location : Classic Motorsport Hub Registration date : 2016-01-04
| Subject: Re: Mod F1 1982 for rFactor Fri 14 Jun 2019 - 22:19 | |
| Anyway, I'm sure it's safe to say that except for the physics and the shaders, the Alfa 179D is finished! Hence why I'll put its progress at 100% in the first post. Now, onto the Brabham BT49D!As you see, the "real professional skinning process" is underway. Then again, I'll have to make six skins for this car probably, since the BT49D was used more than once, and at multiple races. So that'll take a bit longer. Also, I already had to do some re-mapping since the part below the roll-bar where the driver's name stands had the same UV coordinates as parts of the left side pod. Yaayyyy PS: Alberto, here's something for you to joke about concerning how perfectionist I am when it comes to detail. Real German At the top, the BT49D from the GP4 mod, where I'm getting the liveries from. At the bottom, my BT49D. But where's the difference? The side pod paint is about two pixels too high and that makes me mad because those thin blue lines don't go along the lines of the sidepod the way they're supposed to. | |
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Pascal Mikula Racing Legend
Number of posts : 1189 Age : 24 Location : Classic Motorsport Hub Registration date : 2016-01-04
| Subject: Re: Mod F1 1982 for rFactor Sat 15 Jun 2019 - 14:09 | |
| So I'm a little unsure about the suspension setup here. I know the BT49 starting from the C variant had a different suspension geometry than the BT49 from 1979, but should I use the suspension setup from the GP4 model? It does "fit" better onto the paint with the black "holes" for the suspension arms, but I'm not sure, does that have any impact on the suspension physics if I use the GP4 suspension but the rest of the brakes and wheels stuff? It looks like the front suspension from the GP4 model just points upwards like hell so I'm not sure how that'd look in the game or at least in the spinner.. | |
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John Fuqua Club Driver
Number of posts : 67 Age : 61 Location : U.S. Registration date : 2014-04-16
| Subject: Re: Mod F1 1982 for rFactor Sat 15 Jun 2019 - 21:59 | |
| Hey Pascal, I don't know if this helps any at all...probably not, but there is a rFactor 2 version of GP79, you can get it from the rFactor 2 Steam Workshop. | |
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Pascal Mikula Racing Legend
Number of posts : 1189 Age : 24 Location : Classic Motorsport Hub Registration date : 2016-01-04
| Subject: Re: Mod F1 1982 for rFactor Sat 15 Jun 2019 - 22:04 | |
| - John Fuqua wrote:
- Hey Pascal, I don't know if this helps any at all...probably not, but there is a rFactor 2 version of GP79, you can get it from the rFactor 2 Steam Workshop.
I don't have rFactor 2 installed or available to install at the moment, so it doesn't really help much, sorry. Given that I've been downloading the F1 1979 Final Chapter thing for about two and a half days now, I'm sure it'd take an eternity for me to get a hold of that rF2 1979 mod. | |
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John Fuqua Club Driver
Number of posts : 67 Age : 61 Location : U.S. Registration date : 2014-04-16
| Subject: Re: Mod F1 1982 for rFactor Sat 15 Jun 2019 - 22:09 | |
| Roger that, just trying to help | |
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Pascal Mikula Racing Legend
Number of posts : 1189 Age : 24 Location : Classic Motorsport Hub Registration date : 2016-01-04
| Subject: Re: Mod F1 1982 for rFactor Sat 15 Jun 2019 - 23:48 | |
| So I'm currently working on the front suspension layout of the BT49D and I'm encountering some..issues. While I chose the GP4 model's suspension layout for now (which I don't want to turn out a mistake), I also added brake calipers to the BT49's front left spindle (which didn't have any brake caliper) from the GP4 model. Now I'm trying to adjust the position of the left front tyre with the brake disc attached into the tyre model (thanks to advice from David Sabre) but, as shown in the picture, parts of the suspension clip through the tyre sidewall. I already tried the idea of moving the brake disc more to the outside of the rim, but at some point, the brake caliper started to clip through the tyre sidewall. In general I see the brake caliper being too big for the tyre, but just perfectly sized for the spindle, so I'm not sure what to do. I also don't want to do something stupid that would make the car look weird, as I want to also keep the width of the car as realistic as possible. So would anyone be ready to help me out here? Or..maybe help me design a new front suspension layout based on the GP4 layout but more..idk, fitting for the tyres and spindles? also yes i managed to get my 3dsimed3 working again. just had to delete every single registry key that popped up when i searched "3dsimed" in the regedit. now i must say, the old 3dsimed2 seemed a little..easier to navigate through, to be honest. But I guess the latest version is always better, aight EDIT: I just noticed i scaled the spindle to 1.05x in all three dimensions...that might explain it. Still there are some issues with fitting it all together, so I'm probably going to be very, very slow.. | |
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| Subject: Re: Mod F1 1982 for rFactor | |
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| Mod F1 1982 for rFactor | |
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