Hello everyone, Firstly, I make a short observation of the small modding world and after that, I will try to make some propositions/ideas to dynamize this little world! During my thought, I have rambled from this main observation: “Why are there less and less modding team?” I don’t want to judge some behavior (I will try) and I really want to make just an observation Of course I can NOT point one person more than others. I think really everybody has a part of responsibility. However I don’t want to point ONLY the “illegal” ripping, it is too easy! Every modder began working on a small conversion for him and it is like that which we can learn! One of responsible group is the modding teams themselves for some good or bad reasons (ripping, the willing to keep their level of requirement and so on). How? Modding team was quite exclusive and closed sometimes (as I said for some good or bad reasons) and didn’t accept the help really easily too! Maybe modding team didn’t help enough the people which want to learn modding! That is true! I thank Enduracers team and Klo-che who believe in me and help me to progress in my skills. I made some errors with Enduracers when I’m a teenage, it is true if Klo-Che reads that! Modding become a real business for professional race team and it can be explain the first point. However, modding become a business by another way, payware…. I think it is not a good way to mod sincerely although I understand why it come in this world (Sorry I judge a bit…)! The choices of different teams was questionable too! For example, when I arrived in VLM JT, after some conversation, the choice to make one whole pack is questionable, this choice causes a certain frustration in community (and not only I think). The modding teams are against conversions and improvements/variations without discussions but as I said above, it is a part of modding world! In VLM JT, we chose to open our work for that because we thought our work need to be “preserved” in the future too and can be helped the future modding generation! For the improvements/variations, I will take an example of HSO who made a new physic set for GTPC, I think it is a good way to make modding too! One of responsible group is the non-modding community too. Non-willing to learn a modding field and, I have to say, I understand too, the requested level is really high now! But I think the community neglects one field of modding: the research of the resources to model. A field that I hate personally… because I want to be too accurate in my model for sure. Personally again, I think the request must be a part of the modding world. Of course, the request must not be just “I want that” or “I want now, it is too long” as it is done too many times! The request must be “I would like that and I would like helping” and for example, in the research of pictures, dimensions, data for physics and so on! And I don’t want to point the first responsible group which is more responsible than other one. I think it come in same time of incomprehension! There are maybe more reasons for the non-modding community, but I think the self-criticism is easier for me! I think this sentence concludes my observation! The next part is coming and the most interesting for me. Indeed I forgot deliberately one important observation! We lost a really important forum! This is RaceSimCentral where is a very international forum and where all teams are, sorry for new forums, I think RSC was a must for me! (Another important forum for me was No-Grip) So the question is: “What is this idea/proposition to dynamize the modding world?” General idea My very first idea is a new international forum where we can work together and where we can show openly our progress even with opened beta test (It is fashion in video game industry, so why not for modding?). As I said below, everyone can have a role in it! 3D and integration idea The second idea is a whole mod with the same structure which can be defined, of course, I have a proposition to fit really well to the reality (one VEH by race). However I can describe more that later! In the same idea, we can divide the 3D model in different categories as GT5, for example, it is just a proposition: Premium+ car (70-100k triangles with mechanical parts) Premium car (50-80k triangles without mechanical parts) Standard+ car (rFactor/GTR2/GTL polycount with mechanical parts (GTPC)) Standard car (rFactor/GTR2/GTL polycount without mechanical parts (BTL/old Enduracers cars)) Basic car (F1C polycount) Grid Filter (Low poly as SCGT car) PS: GP4 or GPL model can be interesting too, but I don’t categorize it easily! This kind of categorization can allow to everyone to model with his level. For example, I am in categories 3-4 and I never did a model of categories 1-2. So it is not a judgment, just a way to include everyone. Category 5-6 is more reserved to conversion, however I think a new modeler can do a categories 5-6 if he needs firstly and improve it (or remake it if need) with help of experimented modeler! These categories allow physic maker to work on their part too. For me, the target is the two first categories of course. The third idea is making a full work (a full version car with all different version, for example if I do a Ferrari F430, I will try to do a F430 GT2, GT3 and Challenge. We need let all modeler used a personal model to do a new aero configuration! In addition of this idea, we don’t have to work on the same model in the same time and as I said below, it is more profitable to help the other on his model, so the modeler must accept the critical review too and the critical person must accept a different opinion of modeler too! I did a very wrong model which is really appreciated (The Porsche 956 of GTPC, yes yes, some parts are completely wrong)! I speak for a very accurate historic mod because I love that. Of course a modern mod with less variations is good too and in my vision of modding, another modder can add some variations! The fourth idea is sharing the model which can be used on several cars! Rims, steering wheel and so on, for example! Helmet is a good example too! Having a database of all helmets in racing will be very cool for me and add a nice detail! The fifth idea is allowed the conversion to other games because it was a problem in the past I think! Of course, for a historic model the genstring or upgrade files of ISI engine is very helpful and it will be complex to convert it to AC for example. I think converting GTPC on AC is really difficult and I see two conversions to GTR2 and AMS only! Of course, my field in modding is 3D modelling and integration. I really likes how VLM/VLM JT integrated the car with a common gen file and upgrade files to integrate the car! I think in this kind of global mod, it can be useful, but one common gen file is maybe too hard for prototype car and open wheeler which had different constraints. On GTx5, there was one very cool stuff which VLM JT did not integrate in GTPC. As you know perhaps, GTPC integrated a reflection of cockpit on the windscreen and GTx5 includes the reflection on the windscreen and a halo on dashboard of the revlight which switch on/off (I will do some screens to show you!). An important field is the R&D of graphic part too! 2D and skins idea As you know, 2D texturing and physics is not my field, so I cannot make a categorization as for 3D model although I have already thought about the texture size for 2D texturing. Vector drawing can be useful to size up the texture, but it is quite difficult to use a photorealism texture with vector drawing! (I have wrong maybe about vector drawing and photorealism texture… I don’t know!) A database of texturing or sponsor logos can be really useful! I think a car will be released without all skins for example and a V2.0 can be release with more skins done by painter! Track modding I’m not a track modeler too. As 2D texturing, I have thought about this subject too. Try making most of track layout and let other modeler making a variation for a special year or race will be really great! I am not a big fan of laser scanned tracks because I love historic track! As the categorization of 3D car model, we can do a categorization for the progress of the track: Alpha test with only the main road during a couple of weeks, so we can confirm to the 3D modeler his mind about the accuracy of the road Beta test with the global ground with rails and the experimented 3D track modeler can ask some helps to some less experimented 3D track modeler (because I think building and environment is easier to learn than the loft method for road and global ground! I have wrong maybe) Final release V1.0 with everything. Next release : Other modeler can add some versions. For example, if I do a new Spa-Francorchamps from 79 to now and I have done with all layouts and no temporary sponsors, somebody else can add 1999 F1 GP version with the new sponsors, new rail positions, new gravel parts, new kerbs colour and so on. Maybe the categorization for the origin of the track can be great too. A new model track or a GPL track are not done with the same standard of course! I want to include the conversion modders, it is important to learn IA and so on too! A database of track parts and 2D texturing can be great too of course! I think a 3D track modeler can develop that better than me! To conclude, I would like a modding world which is more opened and with more mutual assistance at all! This vision of modding was thought during the first moment of a stillborn mod and for this stillborn mod to be honest https://www.virtualr.net/sportscars-unlimited-rfactor-2-first-previews So I open the discussion about these ideas! I let you give your mind about them and add some new ideas! I made an opinion pool! Thank you for your reading and your future contribution!Don't hesitate to share this topic! PS: I don’t speak about sound modding, because I don’t have knowledge about that! PPS: Sorry, the message is not as well structured as I want!