Discussion in 'Vehicles' started by ChiefWiggum, Jul 26, 2020.
cars are looking great Bears
I'm okay if you only do 999...
Work on drivers suits and helmets has stopped for now time to have some fun.... these cars at Bridgehampton = FUN
Anything at the Bridge is FUN
That is absolutely glorious.
Gorgeous ! It become difficult to see the difference with a photography
Well with @bears painting getting me a bit motivated. I'm starting to join in on the fun as well.
SCCA/USAC F5000 - 1975 - #33 Elliot Forbes-Robinson
Looks great mate... you can never have too many cars with high airboxes
Well that is almost a wrap the boys are ready to rumble... just a few finishing touches to do. Chief I sent you a message let me know what your preference is for a release .
Ps do yourself a favour and race these around Pukekohe Park they are amazing hats off to you Chief ;-)
Guide for F1 70's Style: How to create custom cars
1. go to the human driver car from the mod
2. create a new virtual ride car
3. save it with the name of the car
4. make the adjustments in the upgrades area
5. use the painting template provided by Chief matching the layers with the the upgrades chosen
-S397 official guide https://docs.studio-397.com/users-guide/how-to-paint-a-car-with-the-new-material-system
-Template for all parts, the Carbody is always the same for all cars, when you look at the showroom every part from the car have a Description, it have the same name as the layer in the template.
the mirror, rollbar, and rims is also the same for all cars.
Please paint 5 - 6 pixels bigger as the layer is
-Driver and Helmets Templates
Guide for F1 70's Style: How to release your custom cars
Now for release you cars to the public
you need your .dds, .json and .veh files for each car you have made
for .veh file you can use one of original .veh file of the mod (verify tire brand in Graphics string) , then copy and edit it
you need to edit .veh name and this values
"GenString" indicate the upgrades selected for your car
you have to open F1_70_UPGRADES.INI and take note of what value of upgrades you need
finished all, you can pack your work in a .mas file and then release it
(in .mas you could also add icons and .rcd files if you want)
and for working just copy your .mas in ....rfactor2/installed/veichles/f170/0.94/ folder
EDIT: tips for create .veh files: https://forum.studio-397.com/index.php?threads/70s-formula-1.66791/page-41#post-1086094
lovely work Mauro, this will help so many.
here is my attempt at making your post into a PDF.
hope you dont mind.
Great Job Guys, thank you!
Great stuff Mauro this will help more people make these cars.
Note the upgrade ini image in Mauro post is an image of an upgrade ini I hacked so it was easier to find the gen string groups for each number for example the number “4” is not in the original upgrade ini file there are nine numbers in the gen string which corresponds to the nine sections in the upgrade ini starting from the top. if anyone is interested in a copy of my hacked file to use as a reference I am happy to post it here...
good luck creating cars
Maybe in future updates of the mod, in upgrades.ini Chief could insert something like this:
Before genstring groups
It could be very useful
Maybe I can ask for your help.
In the game (not devmod) I created a test car under "human driver" and it works fine, car and skin.
Now I have followed the instructions by Mauro to bring it to devmod (maybe I will be able to create an f1 season) and I have created / copied the files including the missing dds etc
Then I also created the .veh
By starting the devmod, however, I have a problem: the car is all white; or better: driver and helmet and tires ok, but the whole "painted" part (ie the parts of the skin, but also the wheel rims) are completely white ...
I discovered that the problem is due to "MaterialOverride =" xxxx.json "; if I put the file name of an already existing one (for example ligier 77), the car is ok, with the colors of the skin defined by me etc, but if I use my json (which if I understand it is created automatically when the car is created, right?) then I only have white for all car + rims
Well, I have to say that rfactor2 is still new for me, I do not have the modding know-how, but when I found this great mod I decided to invest time in rfactor2; the “material override” topic is not clear to me at all ... I would like to know more about it but if my goal is to create one or more F1 season series (of 70's F1 cars) with this mod, should I care about that or just "make it simple" and use any of the other "Materialoverride" files already defined in the mod without any problem for my new cars ?
Separate names with a comma.