Will a real name and skin pack for Dallara DW12 Indycar be available?

Discussion in 'ISI cars and tracks' started by Mike Cantwell, May 27, 2014.

  1. Mike Cantwell

    Mike Cantwell Registered

    Joined:
    Jul 18, 2011
    Messages:
    709
    Likes Received:
    4,070
    I know it is early, but I am wondering if there is work being done on the real life names and skins?

    Love the Indy mod, just brilliant.

    Mike :)
     
  2. Black Dice

    Black Dice Registered

    Joined:
    Jun 9, 2013
    Messages:
    425
    Likes Received:
    0
    Hope so Mike. There are a lot of talented skinners out there. Soramame has a few in the skins thread. Check them out.
     
  3. Guimengo

    Guimengo Guest

    The car liveries won't mean much without helmets and suits (and gloves) to go along.
     
  4. 88mphTim

    88mphTim racesimcentral.net

    Joined:
    Sep 23, 2010
    Messages:
    10,840
    Likes Received:
    314
    There's some on here: http://rfactor.net/web/rf2/cars/
     
  5. Guimengo

    Guimengo Guest

    Great to see it's up now, can't wait to check them once I'm home
     
  6. 88mphTim

    88mphTim racesimcentral.net

    Joined:
    Sep 23, 2010
    Messages:
    10,840
    Likes Received:
    314
    Let me know if there's a problem, good for me to ask for things while it's fresh. ;)
     
  7. Guimengo

    Guimengo Guest

    Oh goodness, that (20)14 helmet template will be a nightmare! Any info on us being able to edit gloves?

    Edit: I made the visor black (30,30,30) but as you can see the reflection is a weird diffuse. Visor is one of the few things that should be sharp. Also of note is the transparency issue with the air pieces.
    View attachment 12960
     
    Last edited by a moderator: May 29, 2014
  8. 88mphTim

    88mphTim racesimcentral.net

    Joined:
    Sep 23, 2010
    Messages:
    10,840
    Likes Received:
    314
    They're supposed to be transparent, no?

    Regarding gloves, it's EXTRA0 EXTRA1 EXTRA5 or EXTRA6 and just a 128 x 128 px colored fabric square.
     
  9. UnitedRacingDesign

    UnitedRacingDesign Registered

    Joined:
    Nov 24, 2010
    Messages:
    2,408
    Likes Received:
    938
    Tim, this should change with EXTRAs, 4 of them are not really used, barelly somebody is using those and its taking far to many extras overall that modders could use on other things.
     
  10. Guimengo

    Guimengo Guest

    Yes but the transparency ingame doesn't translate it too well. It's very obtrusive.


    *starts chanting*
    New gloves! New gloves! New gloves! And templates! And templates!
     
  11. Guimengo

    Guimengo Guest

    Hey Tim, just wanted to pass on to you a couple of mapping issues that deform things. In the template I've aligned bits properly but the way it translates into the game highlights something on the left shoulder/back area.

    View attachment 12987

    This image isn't the greatest but look at upper left Marlboro
    View attachment 12989
     
  12. Fabio Pittol

    Fabio Pittol Registered

    Joined:
    Oct 4, 2010
    Messages:
    274
    Likes Received:
    71
    I'd be happy to do a skinpack for the 2014 season, I actually started some but I have no idea on how to create new .VEHs.

    Do I do that on ModDev? I'd need to load the DW12 there, right? I just can't, because the .MAS is locked.

    Any ideas? Tim?

    Thanks.
     
  13. Guimengo

    Guimengo Guest

    Don't create a new .veh, create only .mas packs with the car, driver suit, and helmet textures. That way it will not need to be installed as a separate thing.
     
  14. Fabio Pittol

    Fabio Pittol Registered

    Joined:
    Oct 4, 2010
    Messages:
    274
    Likes Received:
    71
    Yeah, I was trying to avoid it and set the right info for each car. But now I remembered that the cars are already set correctly, just without the right liveries. Will do that!

    Anyhow, the question still open, it could be useful for other situations. ;)
     
  15. Guimengo

    Guimengo Guest

    I think before we have things go crazy with separate skins, we should try to work on a centralized naming system so it's easy to piece everything together (plus the other OCD folks will appreciate). I thought something like:

    name#_variant_alt.dds/.mas
    or
    name_#_variant/track_alt
    or
    InitialLastname_#_variant #_alt

    Example:

    Helio3_Base_alt
    Helio3_P_alt (P for Pennzoil)
    JPM2_Indy_alt

    or

    Kanaan_Base_alt
    Hcliffe_Base_alt

    or

    GRahal_#_alt
    GRahal_#_2_alt

    Thoughts?
     
    Last edited by a moderator: Jun 3, 2014
  16. Guimengo

    Guimengo Guest

    Hey Ales, perhaps you not using all of them would explain why the area for the seams in the gloves are see through in T5 and EGT mods?
     
  17. kinser12

    kinser12 Registered

    Joined:
    Aug 21, 2012
    Messages:
    9
    Likes Received:
    0
    Tim I have tried changing the veh files and when I try to create the mas, the size is smaller than the main one. Can you help?
     
  18. jpb1977

    jpb1977 Registered

    Joined:
    Aug 4, 2014
    Messages:
    6
    Likes Received:
    0
    Has there been any progress here? I've seen the new skins, now I want to permanent replace the AI cars with these skins, and change the names. Seems simple enough...

    If I have to make the custom car route (create new direct, change skin, create driver name and team) how do I then go back and permanently delete the old AI car?

    Thanks!

    jpb
     
  19. Guimengo

    Guimengo Guest

    It would be great to be able to set the AI to run on custom textures, even the real life name
     
  20. dradecki

    dradecki Registered

    Joined:
    Jan 14, 2012
    Messages:
    321
    Likes Received:
    46
    I agree, I would love that. :cool:
     

Share This Page