F1CFan1804's Tracks

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Re: F1CFan1804's Tracks

Message par Wookey le Ven 27 Jan - 15:18

F1CFan1804 a écrit:So, with the departure of my track conversion colleague,  would you like me to become more active in posting my conversions here or is their no market for new tracks anymore?

Are you kidding? Of course tracks are welcomed. As I stated elsewhere, my order of preference is

1) real tracks where official F1 took place in the past
2) real tracks where non championship f1 races took place
3) real tracks from past and present
4) fantasy tracks based on real roads
5) good fantasy tracks the more original, the better
6) any tracks !
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Re: F1CFan1804's Tracks

Message par Kaps le Dim 5 Mar - 1:00

Guys, I'm stuck with 1987 race-by-race.

I've got 1984 Osterreichring with working start lights, copied some files from it to 1987 Osterreichring (same model of track), but lights still don't work, so I need to know which files are needed to make them work.

So, can anyone confirm which files determine the use of start lights on a track, and also the tire wear, and the set-up that AI cars use?

Thanks!
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Re: F1CFan1804's Tracks

Message par GV40 le Dim 5 Mar - 7:26

Look here:
TUTORIAL OF HOW TO CONVERT PITLIGHTS AND STARTING
GRID LIGHTS, FROM RFACTOR TO F1C.
Ok, first of all, this tutorial includes both pitlights and starting grid lights, because it are
in a group.
To do this, we need the next programs:
· MASEXPLORER 2.12 de Virtua_LM: To extract needed files from Rfactor track, and to
pack the files again in F1C. Search on google. This time, as optional.
· 3DSIMED 1.16C: To convert the Rfactor files to F1C. Search on google.
· WINDOWS NOTEPAD: To edit some text files. Included with Windows.
This tutorial is an addon to my last tutorial called: “TUTORIAL RFACTOR TRACKS TO F1C.” The
next steps must be follow, since: “STEP 4: HOW TO FIX COMMON BUGS (only if we had any
error or a CTD). ”, and are in option, the track will work anyways, but we will improve, the
graphic quality of the track.
STEP 4B: once, we have converted from Rfactor, all “.gmt” files (3d objects) and the
“.dds” textures, to “.mts” F1C format (3d objects), and the textures to “.bmp” and “.tga”,
format, we need to open the “.scn” file again with “notepad” (right click, open with…,
notepad), we search for the next lines:
Instance=pitlightin
{
MeshFile=pitlightin.mts CollTarget=False HATTarget=False ShadowReceiver=False
}
Instance=pitglowin
{
MeshFile=pitglowin.mts CollTarget=False HATTarget=False ShadowReceiver=False
}
Instance=pitlightout
{
MeshFile=pitlightout.mts CollTarget=False HATTarget=False ShadowReceiver=False
}
Instance=pitglowout
{
MeshFile=pitglowout.mts CollTarget=False HATTarget=False ShadowReceiver=False
}
Instance=startglow
{
MeshFile=startglow.mts CollTarget=False HATTarget=False ShadowReceiver=False
}
Instance=startlight
{
MeshFile=startlight.mts CollTarget=False HATTarget=False ShadowReceiver=False
}
This are the usual names, but can change it. Ok, now a Little description about every
instance:
· Instance=pitlightin: This instance is the pit in light.
· Instance=pitglowin: This instance is the glow effect, of the pit in light.
· Instance=pitlightout: This instance is the pit out light.
· Instance=pitglowout: This instance is the glow effect, of the pit out light.
· Instance=startglow: This instance are the glow effects, of the starting grid lights.
· Instance=startlight: This instance are the starting grid lights.
Good, unfortunately, Rfactor and F1C games, are a Little different, instead both uses
the same base, because of this, we need to modify this lines, in order to work in F1C,
correctely, so the modifications are the next:
Instance=ptlit02
{
MeshFile=pitlightin.mts CollTarget=True HATTarget=False
}
Instance=ptglow02
{
MeshFile=pitglowin.mts CollTarget=True HATTarget=False
}
Instance=ptlit01
{
MeshFile=pitlightout.mts CollTarget=True HATTarget=False
}
Instance=ptglow01
{
MeshFile=pitglowout.mts CollTarget=True HATTarget=False
}
Instance=stglow
{
MeshFile=startglow.mts CollTarget=True HATTarget=False
}
Instance=stlite
{
MeshFile=startlight.mts CollTarget=True HATTarget=False
}
According to this, only with this changes, all lights must be work now, but the graphic
aspect is very bad. This happens because the files load the same textures for the lights and the
glow effects. The own light, must have no transparency textures, instead of glow effect, must
have textures with transparency. To improve this, We must import this files into 3dsimmed
again. To do this, we open 3dsimmed again and we choose “file” and “import as object”. By
default, it shows the last folder visited, but if not the correct folder, we need to search with his
own file explorer. Once, we are in the correct folder, we need to search the file:
“pitglowing.mts” y we select it. Now we press the “Mays” key, and hold it, we select the other
files with the cursors: “pitglowout.mts”, “pitlightin.mts” and “pitlightout.mts”, but how the
last two files are a Little more forward, becase the first is called: “startglow.mts”, then when
we have selected the other files, we press the “Ctrl” key and hold it, and we select the last two
files “startglow.mts” and “startlight.mts”. We must select all 6 files: “pitglowin, pitglowout,
pitlightin, pitlightout, startglow, y startlight”. Once, 3dsimmed have loaded correctly, we
must choose: “edit” and: “material edit”. Now we can see a lot of names, this names are the
names of the lights (red, yellow and green lighs plus glow effects for all). In this moment, is
very important, to have all textures in “.bmp” and “.tga” formats, because we will need in both
formats.
Good, now we must select the names who have the “glow” word in the name, for
example: “gpitglowa” and we choose: “edit” in the right side of this dialog box. Under the
word “texture” we select the correct texture, in this case: “grnglow.tga”, and we press “Ok” 2
times. So we must select all names with the word “glow” in his name, and we assign the same
texture but with “.tga” format instead of “.bmp” format, and for all the other files, we let like
it are, with “.bmp” textures. When we have changed all, we press “Ok” again, and now: “file”
and “save as f1.mts” and later: “save objects”. Now the program ask where to save the
modified files. Now when we run the track, we will see an improvement in the lights. Only we
must change the textures of the lights (if we don’t like the actual ones), for the textures that
we like, but it have the same name and the same format. The actual name of the textures are
the next:
· “grlt.bmp” and “grlt00.bmp” are the textures, for green light off.
· “grlt01.bmp” is the texture, for green light on.
· “grnglow.tga” and “grnglow00.tga” are the textures, of the glow effects for green
lights off.
· “grnglow01.tga” is the texture, from glow effect of green light on.
· “rdglow.tga” and “rdglow00.tga” are the textures, of the glow effects for red lights
off.
· “rdglow01.tga” is the texture, from glow effect of red light on.
· “rdlt.bmp” and “rdlt00.bmp” are the textures, for red light off.
· “rdlt01.bmp” is the texture, for red light on.
· “yloglow.tga” and “yloglow00.tga” are the textures, of the glow effects for yellow
lights off.
· “yloglow01.tga” is the texture, from glow effect of yellow light on.
· “Ylolt.bmp” and “ylolt00.bmp” are the textures, for yellow light off.
· “Ylolt01.bmp” is the texture, for yellow light on.
In actual time, the “yellow lights” are “blue lights” now. Now we can continue with
STEP 5 of the last tutorial.
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Re: F1CFan1804's Tracks

Message par Kaps le Dim 5 Mar - 15:12

thanks, will take a look into it!
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Re: F1CFan1804's Tracks

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