Help for first mod

Discussion in 'Car Modding' started by doc-brown, May 13, 2016.

  1. T1specialist

    T1specialist Registered

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    It does load in game though. Skin doesn't look very yellow though :D
    http://imgur.com/sBugD9R
    First succesful export woohoo!
     
  2. Gijs van Elderen

    Gijs van Elderen Registered

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    That's good news...

    [​IMG]

    I was trying to create a new startbox.gmt for a car.
    I needed to combine objects into 1. But for some reason some parts went black in gJED, like your car. They were OK as seperate objects...

    I didn't export the .gmt and test it ingame. :( It might be OK after all. :)
     
  3. Gijs van Elderen

    Gijs van Elderen Registered

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    Found it !!!

    My problem was vertex color: The parts that showed up black had "black vertex colors". I just needed to remove the vertex color-set that was applied to it. :)

    Thanks Nibiru for the hint !!! :)
     
  4. Gijs van Elderen

    Gijs van Elderen Registered

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    Startbox.gmt is working now as it should now... :D

    [​IMG]

    [​IMG]
     
  5. T1specialist

    T1specialist Registered

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    Vertex colors seems like a tricky issue with blender. I have not set any vertex colors and inside blender when I check or try to change vertex color it makes no difference. It is white by default it seems (I tried different colors). The main issue is that blender fbx export does not seem to be able to handle vertex colors. Meaning it does not export them in the format gjed wants the fbx. Maybe that's why the colors are mostly black (although couple of parts are orange, white and yellow).

    Maybe I just need to find another 3d program that can import and export fbx (and export with vertex colors) and then just open my fbx in that program to change the vertex color and then export. Any ideas what 3d app could do that that is not some 30 day trial or payware. I don't want to pay for something I only use to change the vertex colors and nothing else :).
     
  6. Gijs van Elderen

    Gijs van Elderen Registered

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    Blender does vertex colors fine. But for a car you don't need vertex colors. Just textures.

    I've painted the monkey with vertex color. To get ride of vertex information on a object: Just remove the color layer of each object.
    If this doesn't fix the problem. It's something else.



    [​IMG]


    Anyway this is the result in gJED.
    I've applied a Specular T1. The object doesn't have any UV's and a blanc/white T1. So it only display's the vertex colors with some specularity.

    [​IMG]
     
  7. T1specialist

    T1specialist Registered

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    I've tried with and without those vertex colors in blender. Did not make any difference but thanks for the help anyways. How did you set up your materials in blender? I see you are using blenderrenderer, maybe that's the issue? I'm using cycles.

    I'm starting to think my issue is not with the vertex colors. I've experimented quite a bit :D.

    I exported the fbx in ascii format and changed the vertex colors manually in notepad. Then I used the autodesk fbx converter to convert it back to binary ascii fbx 2012 (also tried 2011, 2012 and 2013). Still black. I also learned that apparently gjed can open fbx in ascii format. Tried that too. This breaks the material structure (I think it uses blenders blenderrender material settings and not cycles materials, so you have three times as many materials) but still just black color.

    Should the skin colors show up after you have assigned the texture with T1 shader? Or do you need to do something with the hdr editor or reflection mapper (how do those work?).

    Also tried exporting my fbx from blender to daz3d and then changing the vertex colors there and then importing to fbx for gjed. I'm not sure if I'm doing it correctly (editing the vertex colors in daz3d) but going that route moves the objects and orientations randomly when I open them in daz3d and gjed. And the color stays black.

    I'll give it another try in editing the ascii fbx file just in case I need to change more than just replace the color coding but if that doesn't work I'll just use 1 pixel trextures and basic T1 shaders. At least the fps will be high... It does seem like the shader for the steering wheel rim does work so maybe I'll just use one 8k texture with 8k normal map for the wheel. Gotta spend that fps somewhere... Maybe try blenderrenderer too :)

    Thanks for the help. Not giving up :)
     
  8. T1specialist

    T1specialist Registered

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    I'm thinking it is a uvmap issue of some sort. I tried the skippy skin on the car and it changes the color of the car. But nothing else which to me sounds like it just takes the color of the skin from one pixel or something like that. If the uvmap was working correctly applying a skin from one car to another should look like a complete mess. Not a single color skin...

    It seems I got it finally to work. Need to rename your uvmap as 1... This feels more like a puzzle than modding platform :)
     
  9. Gijs van Elderen

    Gijs van Elderen Registered

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    Missed this...

    :D, Hum, yes with an number at the end... Something like map1, map2, map3, map4 or just 1, 2, 3, 4 or you can start counting from 0 like 0, 1, 2, 3

    Or UVset1, UVset2, UVset3, UVset4.

    Naming them diffuse, multi, bump... won't work: FBX doesn't know the UV map order. diffuse1, mult2, bump3 might work. Don't know...

    All rF2 shaders make use of maximum 4 UVsets, channels or uvmaps (name depends on your moddeling program)


    texture names doesn't matter...
     
    Last edited by a moderator: Jun 14, 2016
  10. T1specialist

    T1specialist Registered

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    Is there logs for gjed? For some reason gjed is now crashing on export. It was working fine just few minutes ago.
     
  11. Gijs van Elderen

    Gijs van Elderen Registered

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    It probably crashed when it exports the .scn file..

    Export the .gmt files only. The .scn file applies to tracks. and .gen files aren't implement yet. You'll need to write the .gen file manually. :(


    Check the "REF" button: Those are the reflection mappings. It should be empty. Reflection mappings are for tracks. Cars make use of this, but for cars those should be empty. Remove everything.

    Cause: if you opened another project with gJED. It stores the reflection mappings in the "cache". and if you open another project wiithout reflection mappings it aplies the previous reflection mappings to it. And gJED will crash wwhen it creates the .Scn file.

    To avoid this problem. If you switch a project with gJED. START FRESH and RESET CACHE. :)
    If you open the same project again, you don't have to do this. Only when you open a different car, track or other .gmt's

    View attachment 20173

    Downfall: if you have those wrong relfection mappings aplied to your project. You'll need to remove those (REF button), save it. reset cache, open it again. and check the reflection mappings (REF button).


    Hint: always keep a backup of working .gmenv file. if you have problems or crashes. Put the backup file back and reset cache. :)
     
    Last edited by a moderator: Jun 15, 2016
  12. T1specialist

    T1specialist Registered

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    Thanks Gijs. You are super helpful :)
     
  13. T1specialist

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    What would be the correct way to rename materials in this case: I have couple of different wheels (and each wheel has several texture color options). Should you use the same or different material names for the wheels? Should they all be named WCRIMS or is it possible to use WCEXTRA0 for one wheel, WCEXTRA1 for another and so forth?

    I'd imagine using WCRIMS for one set of wheels and WCEXTRA0 and 1 for other wheels is not advisable?

    I take it that if you use the same material name the material (shaders in this case) properties for all objects need to be the same as well? So if you use WCRIMS material name for all different wheel options you need to use same material properties in gjed for each wheel as well? You can't for example export each wheel individually from blender to fbx, then open them individually in gjed and assign different material values and shaders and export as gmt? Basically have 12 or 16 wheels using the WCRIMS material name but each having different shaders? Or can you?

    Also what's the difference in using WCRIMS or WCEXTRAx material names? Is there a difference or can use use whichever you want?
     
  14. T1specialist

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    anyone?

    Also another question.

    How do you make lods for parts you want to have upgrades for? Like wheels for example. It seems that for the upgrades to work it requires that each wheel has only one gmt (all the parts in one gmt)? And one gmt per wheel means one line for each gmt mesh in the gen file - which means each gmt has only one lodIN and lodOUT value. So it doesn't seem like it is possible to have wheels as upgrades and then have lods where one gmt is used for distances under 20m, one for 20-50 and one for 50+ (3 gmts = 3 lines in gen per each wheel).

    My understanding is that for wheel upgrades you need one single gmt for each corner. So is it possible to make lods for upgrade parts? Is it possible to have upgrades with more than one gmt?
     
  15. lordpantsington

    lordpantsington Registered

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    You ask the same question repeatedly, breathe.
    LIFO
    Yes
    Yes
    You model them, as you would lods for parts that aren't part of upgrades, but I'm not sure this is what you are asking.

    I'm a bit busy to dig through files to find an rf2 example. Look at the Rhez rf1 mod to get an example of an upgrades.ini file that alters multiple instances (with multiple gmt references) in one upgrade type.
     
  16. lordpantsington

    lordpantsington Registered

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    The correct way is the way that you see as best. You are going to run into tradeoffs with each different approach on this. You'll have to try them and see which method you like.

    Might also want to look into Genstrings.

    The WC material name just allows you to swap textures. It is independent of what shader is used.

    If you have two wheel designs both with the same material name using different shaders I believe they will be in conflict and one will overwrite the other.

    No real difference other than named wildcards are easier to remember which texture goes to it. (Is extra1 the wing, or was that the driver, or was that the wheels?)
     
  17. T1specialist

    T1specialist Registered

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    Thanks for the answers. Really appreciated! Is it this rhez mod you are talking about:
    http://www.nogripracing.com/details.php?filenr=1465
    That's the only rhez mod I found. Or does the rhez mod with rf1?

    edit: downloaded rf1 full install. I think it has the correct car..
     
    Last edited by a moderator: Jul 12, 2016
  18. T1specialist

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    How do you setup the steering wheel so it rotates around its own center and not around the center of the car? I'd guess the WHEEL null (called empty in blender) location is critical. I've so far tried putting the WHEEL null in the center of the wheel and in the center of the car and same result both times. Do you need a mesh object called WHEEL to act as the center piece or do you need to do something funky with the origins of the parts (object center point, don't know what this is in 3dsmax). Currently that origin is in the center of the wheel.

    Or does the wheel need some special setup in other files to work correctly?

    E: do you need to animate the steering for it to rotate correctly?
     
    Last edited by a moderator: Jul 22, 2016
  19. Butters

    Butters Registered

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  20. Coutie

    Coutie Moderator Staff Member

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    It rotates around the pivot point. I don't know if the pivot point has to be straight up and down or not, but if it does, you can set the tilt of it in the cockpitinfo file.
     

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