We need documentation

Discussion in 'General Discussion' started by chuckyeager, May 14, 2017.

  1. jpalesi

    jpalesi Registered

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    Since you ask for tutorials on how to get the car in the sim, surely you already have modeled and textured the car ?
    Any screenshots of it ? Just curious.
     
  2. patchedupdemon

    patchedupdemon Registered

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    So how do I learn it then,by trial and error,I'm on about people with no clue whatsoever ever about modding,or should modding be limited to those who had a chance to learn it on easier titles
     
  3. T1specialist

    T1specialist Registered

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    You can't just model and texture a car for rf2 if you don't know how rf2 wants it. Even if he has fully modelled and textured car he may be months of needless trial and error away from actually putting it graphically into rf2. Rf2 has many very specific and almost completely unexplained requirements if you want to go from .max or .blend file to even fbx or gmt.

    I find it extremely disingenuous when people make it seem like we want full step by step car or track creation tutorials when the official documentation doesn't even mention the utterly basic stuff like supported file formats (tga, bmp, dds, fbx), doesn't mention the uv mapping rf2 specific requirements, doesn't mention vertex colors, doesn't mention how to create a wide variety of game specific art assets (shadows, colliders, upgrades, veh files). I could go on forever.... Only things available are some random drips and drops (which sometimes do go into good depth and are in fact good tutorials. But soooo rarely...) which rarely work for anything else except just that. Doesn't even try to explain any of the trillion mesh and gmt file settings. Most of which are rf2 game engine specific so your assetto/ue4/unity experience doesn't help.

    If you are old rf1 modeller with (tens of) years of experience then you have probably learned all of this info over the years (by trial and error) and have built your vast amount of rf2 specific stuff on top of that ...but for someone who has even tens of years of experience from other software is still left to figure out everything by trial and error. For advanced modeller it is possible to work their way through this black hole of nothiningness because they have the library of information of variables that they know they can trial and error to finally get something that works. But for new person it is just waste of time.

    For someone new to modding rf2 is a dead end. Not because of complexity but poor documentation. Not because of lazyness, low iq or simply "not being good enough to be rf2 modder" or whatever else.

    I hope 397 changes this. This site for example is great, even if it is useless for beginners:
    https://www.studio-397.com/guidelines-for-artists/
    Just more of that!
     
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  4. jpalesi

    jpalesi Registered

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    As I suspected, you have nothing.
    With your post, you thought you were making a good point of saying that modding isn't taking off because of lack of documentation. You could have shown off something like this, a basic 3D model of a car, that you could have made by following the hundreds of tutorials on the subject.
    basic.jpg

    But nope. By faking your huge motivation to go modding, blaming the lack of documentation to explain that you have absolutely nothing, you weakened your argument.
    If you replied with a picture like below, saying "I have this car, it's finished but I have no clue on how to get it in rF2 because there's no documentation", well then, you would have made a strong point.

    finished.jpg

    In short, when the guy that created the beautiful BTCC Primera for AC says he can't get it properly to rF2 because of lack of documentation, he's taken seriously. When random forum guy says he can't do a mod when he doesn't even have a basic attempt at modeling to show and blames others, he won't be taken seriously.

    Right on. Others could learn themselves, and for some it took them years to get something decent. But not for you, you want everything, and you want it now. Learning is so outdated. Now it's I want this, for free, without effort. Participation trophies and so on.
     
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  5. SPASKIS

    SPASKIS Registered

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    Car modding is IMO the hardest part of modding because it requires quite a good knowledge of so different fields such as vehicle physics and complex surface modelling. This task usually involves several people in professional modding.

    It is highly unlikely that an amateur newcomer has these skills. For car modding the usual is that starters have some 3d modelling skills which they can improve by watching tutorials. The physics are usually ported from similar mods and typically adjusted later on based on some known figures (engine power, mass ...) and the behaviour of the car which is typically adjusted by feeling.

    Track modding is much easier for starters. It doesn't require so much knowledge. It is more an artist job which for sure requires some 3d modelling knowledge. However, there is at least a software called Bob's Track Builder which is very easy to use where you can create a fully working track for rF1 which can be easily converted to rF2 using 3dsimed.
    I like to put this example because it is inconceivable that existing a tool to create content for rF1, ISI never developed a tool to directly convert tracks to rF2. The excuses presented about being a ripping tool were very poor IMO. Once again a key factor of success was delegated to a third party group (3dsimed) and let me say it the tutorial I made to convert tracks with it.

    I am not here to argue about quality of this tracks. I will just say that the one explained is the way all our Euskotracks circuits have been developed.
     
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  6. demerzel

    demerzel Registered

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    This mentality is disgusting.
     
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  7. MarcG

    MarcG Registered

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    You can read all the "How to drive faster" books you want, doesn't necessarily make you a faster driver.
    Same for modding, you need to learn the basics then ask for better documentation in a game.

    The sim racing community is incredibly needy at times.
     
  8. Emery

    Emery Registered

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    Why? It's pragmatic. To mod, you need to start by making a model or editing a file. When it's phrased as "I'd like to get into modding but don't know where to start", the answer is to go make a model or edit a file. Then you learn, by reading, by asking questions, but mostly by doing. Officially, all the tools are in gJED and 3dMax, but there are other ways.

    Want to make a car? Then make a car shaped like a box. The thing doesn't have to look pretty. You can do it in SketchUp and convert it using 3dSimed. Borrow the wheels from another model.

    Want to model a track? Then make a short oval loop. Add trees with different transparency. Turn a tree into a billboard.

    Want to do physics? Start editing files in Dev Mode to learn what happens.

    Yes, I do agree that more cohesive documentation would help. On the other hand, you have to experience it, dig in, before you even know what questions to ask.
     
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  9. demerzel

    demerzel Registered

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    And you also need to post a screenshot for some random dude on a random website so you can ask a question?

    You clearly missed the point of my comment and the point of the comment I replied.

    How about a proper documentation so I don't have to post a screenshot for some random idiot so that I can ask a question?

    By making a screenshot from my oval shaped trash with 3 tree I can join to some elite club?

    People clearly start building houses by laying random bricks on the ground and hopping that the house won't crash on them.
     
    Last edited: May 17, 2017
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  10. jpalesi

    jpalesi Registered

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    The "idiot" you named : I learned all about track modding by myself, and didn't need to be spoon fed information. And then I got a job from that knowledge. I'm probably an idiot, but at least I'm not one of the people that begged for years for documentation that probably won't come. You, on the other hand...

    And well, when I asked the question, I knew he wouldn't have anything to show. There's a vocal minority that likes to blame everybody but themselves for not being able to create mods. They like to claim they want to do mods, but always find an excuse to not do so. It wasn't difficult to guess that he's part of that group.
    If someone came up with a nice model, asking for help to get it in the sim, people would help. Waiting, sitting on your asses expecting things will be done magically, you won't get things done.
     
  11. Coutie

    Coutie Moderator Staff Member

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    It's really not hard to get a car in game. All you have to do is try it. You can look at the S397 cars, see how the gen file is set up. Look at the car creation pdf on the site, to see how materials need to be. It may seem hard, but it's really not.
     
  12. patchedupdemon

    patchedupdemon Registered

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    Firstly when did I say I was a modder,or had anything to show,people say rf2 is a modding platform but I've looked and there's nothing to enable a total noob to learn it.only what's been done by some community members,wow you come across as a total twat from the above post,it's like you don't want people to learn it,anyway keep pushing our sub quality mods because you yourself don't know everything
     
  13. patchedupdemon

    patchedupdemon Registered

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    Ahh there we go,you learned by yourself so why should others be shown or helped by the games developers,wow,what a nice attitude you have
     
  14. demerzel

    demerzel Registered

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    I never said it was you.

    I can make rfactor 2 mods too. But this doesn't change the fact that the documentation is not good.
     
  15. patchedupdemon

    patchedupdemon Registered

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    It's not hard if you have a basic understanding of it,but that's the problem
     
  16. Coutie

    Coutie Moderator Staff Member

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    Have you modded before, or are you just wanting to start out?
     
  17. patchedupdemon

    patchedupdemon Registered

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    I agree that there's no better to learn than by doing it,as is the case in life,but when you don't know where to start or have never done anything like this before,you think that's the best course of action,for s397 just to let there members who are interested learn on their own.

    There's no more proof needed than the workshop to see that most mods are made by people who don't know really what they are doing,anyway I'll forget about modding,and leave the clever people to it,a car every year or two is fine for the growth of rf2 no
     
  18. demerzel

    demerzel Registered

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    I'm pretty sure without the despised 3dsimed 3rd party tool the majority of the mods wouldn't even exist for rfactor2.
     
  19. jpalesi

    jpalesi Registered

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    Yep, I have the power to prevent people from learning :)

    There you go, already giving up. As I said, giving excuses for not doing it. Thanks for proving my point.
     
  20. patchedupdemon

    patchedupdemon Registered

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    Why would I want to create sub par mods by trial and error,changing parameters I know nothing about,now I understand why most mods are crap,i like to do things properly or not at all,anyway carry on,it's made me realise iracing may not be so over priced after all
     

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