I would love to but my pc cannot do that. If I cranked up rF2 graphics it would be 1 frame per minute, if it worked at all.
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Guys, we can use all the help we can get with this mod. Like you, we want it to be a worthy port which means quality, quality and more quality. So if you can help or know someone who can then please don't hesitate to do your part about brining CART to rF2.
It was brilliant, wasn't it? Sorely missed...
What kind of help is needed? I can do some texturing but it just looks like you need to take the mapping and double the resolution... and I know Dave had to create a bunch of the logos and other bits (like the Eagle nose) you see there, it'd be a lot of pen tool work on Photoshop to keep things sharp and without pixelation bleeding through the colors. Unfortunately for me my mother and sister arrive on Thursday morning and I believe the release window for this wouldn't allow me to do any work beyond possible testing of the driving and tires, and maybe pick out if sounds are ok or need additional samples (I have it in my rF installation here too).
"Proper templates needed (RF1 templates work but they never were proper ones)"
I didn't know any official templates were released, the intent was to avoid people from making terrible fantasy skins haha. Maybe the template available is something someone extracted from the game and therefore it's severely limited. With the permission couldn't they be approached for the source template, if Nick kept it?
That'ts right, no official templates were released. I don't know who made the templates we have. They are frustrating to say the least and don't deserve to be called templates.
It probably was an extracted .dds converted to .psd then. If Nick and/or Dave gave permission, ask if they have the original .psd that was used to paint the cars, it's your best bet otherwise no fiddling will be done on the layers. Best you can do is copy the one background layer, and the new one be set to ~50% opacity and its parameter from Normal to Multiply (I think).
I still have all the old sources files of course, but templates are a little tricky - the Swift and Reynard source files are rubbish, they were created way back when before I'd discovered proper lighting and shading techniques. Really they need to be redone, but then the mapping would have to be redone to suit a proper AO bake, and then you're throwing far too much texture work away (though, at this point, that doesn't matter so much). This is the real reason that no templates were released back in the day. The Lola and Penske stuff is ok though.
You've gotta remember that most of this stuff was done in 2006/2007, with some updates through 2008 and then the Lola and Penske were added and finished in 2009 which is when the mod was finally released. It represents a whole lot of learning over the course of several years! I'd love to remodel and retexture everything and do a pukka "sequel" to CART Factor but the free time I have these days is in the negative so that's unlikely unfortunately
I think I uploaded all the source files at one point (though the dev folder was a horrible, horrible mess). dradecki may have it, and he'd certainly be a good guy to have onboard.
- Nick
You seem to know a lot Guimengo, were you part of the development team? It's funny that this has come up so recently because I love how great rF2 really is and CART Factor was a great part of rF1, it's really interesting to get the inside detail from such a quality mod. These Nick and Dave guys must be really special people!