create car’s folder

Discussion in 'Car Modding' started by elec86, Feb 8, 2021.

  1. redapg

    redapg Registered

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    @elec86 Try this: select the Object, add the Modifier "Normal", check the Checkbox "Flip", collapse the Modifier and export the Mesh again.
    Now you should see the other Side of the Mesh.
     
  2. elec86

    elec86 Registered

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    I finished the tutorial CAR MODDING TUTORIALS WORKFLOW 01
    with the modeling of the body part (i see my body with rf2 showroom)

    now that you advise me as following tutorial to continue the car ?

    thanks
     
  3. elec86

    elec86 Registered

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    can you help me ?

    thank you
     
  4. redapg

    redapg Registered

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    @elec86 If you could not find a Turorial that you need in the Internet, there probably doesn't exist one.
    The "normal" Procedure for a Beginner in rFactor Modding, is to ask in a Forum or to try to grab together all needed Info from the Web, where everything has been said/written already.
    If you ask here, you should be more specific about what you want to do now, to get useful Information.
     
  5. elec86

    elec86 Registered

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    I used the following link for resources
    https://www.studio-397.com/modding-resources/

    I started with
    1 Car Modding Introduction v1.0
    2 Car Modding Workflow v1.0 (external body realization )

    now I would like to reunite to this outer body the chassis, Cockpit parts,seat .....

    What do you recommend?
     
  6. redapg

    redapg Registered

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    You can do the same what you have done before with the Cars Body.
    Model the Parts in 3DSMax and add Entries for them in the Gen Files.
    In the Graphics Gen File are different Instances that have to be used, to get the Car working on Track, like the ones for the Tires for Example.
    In general, you can "define" in which Camera View which Parts will be visible, by putting them into the different Instances.
    For Example:
    Everything that is listed as first Entries in the main Instance "Instance=SLOT<ID>" are visible in Outside and Cockpit View.
    All Parts that are listed in the "Instance=Cockpit" are visible in the Cockpit View only.
    All other Instance=... Entries are used for Parts that are visible in Outside View only.
    Use the SkipBarber Gen Files as a Pattern.
     
  7. elec86

    elec86 Registered

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  8. redapg

    redapg Registered

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    What do you mean with "counseling"?
    With that Spreadsheet you can generate necessary Physics Files, like the HDV, Chassis.ini and Engine.
    And the more real Car Values you have and enter into it, the better it is.
     
  9. elec86

    elec86 Registered

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    I will therefore work with spreadsheet
     
    PatientRF2fan likes this.
  10. elec86

    elec86 Registered

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    is it also possible to perform the tests with the SkipBarber example
    in this case must use the gMotor 2.0 MAS utility
     
  11. redapg

    redapg Registered

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    Like so often, i don't exactly understand what you mean.
    As long as you work in the DevMode, you don't need the MAS Tool.
    You can drive, make Changes, make all Tests ... in the DevMode, that is for what the DevMode is made for.
    And when everything is finished, you can package your Work (for that you have to use the MAS Tool, for Example), to use it in the Game itself.
     
  12. elec86

    elec86 Registered

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    why for the first piece test_cube I created I have four times lines that look like in my spinner file . gen ?


    [​IMG]
     

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