F1 80's Mod project seasons pack (historical demo released)

Discussion in 'Vehicles' started by trollray, Apr 27, 2020.

  1. svictor

    svictor Registered

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    Puddle map is controlled by Alpha Channel (opacity) of "Details Map" (roadDetailsMap, rdt, also this 397 guide). There are a few ways to do it with free/opensource software.

    In Blender, you can select all road mesh, and add a new UV channel to each of the road materials, then create a new texture & UV map (with all selected road mesh as a whole) in this UV channel, then paint puddles on this texture (puddles are the transparent part of the texture, you can also take reference from LochDrummond's rdt dds file). Once done, export (***_rdt.tga > MapConverter > ***_rdt.dds, also all the new *.gmt with new UV map) & loading track in devmode. Then open material editor, and assign ***_rdt.dds to Road Details Map, change UV channel to one of the channel that you added in Blender (depends on order, could be UV_B, UV_C, or UV_D). Then you can test wet effect with weather panel.

    Also another slight easier way to make puddles without having to map extra UV & texture. You can just create a black Road Details Map texture (size based on main road texture) and paint (transparent) puddles directly on it, then export and assign in material editor using UV_A channel (same as main road texture). If you do it right, it will look just as good as the other method.
    --------------------------
    Edit:

    Steps to create Road detail map in blender:
    The idea is to create & map a single new UV map for all racesurface objects on UV channel 2, 3, or 4, so that this new texture covers the whole track surface.

    1. Select all racesurface objects.

    2. Switch to UV mode (top tab UV editing), then hit "a" hotkey to select all mesh.

    3. On Left side, select one of the unused UV channel 2 or 3 or 4 (either one, or any other names that is not main channel). If there is only one channel, then you will have to create an extra one (then you can select the newly created UV channel). If there are several racesurface objects, then you will have to repeat this step for all of the objects one by one (or first merge all racesurface objects into one object).

    4. On Left side, click Menu > Image > New, set texture size 4096 or bigger, then click ok. Now you have a new black texture ready to be mapped.

    5. On Right side, switching to top down view by "num 7" hotkey on keyboard, then hold Left-shift & press down middle mouse to move the view just enough to cover the whole mesh.

    6. Make sure it is still in top down view, Now on Right side top menu, click UV > Project from View (bounds).

    7. Now you can see that Left side view has the whole mesh mapped to the black texture, you may also want to slightly resize the UV frame smaller than the canvas (left side). It is a good idea to save now (backup 1st).

    8. Next, switch to "Texture Paint" mode(top tab), then paint transparent puddle on this black texture according to the mesh's wire frame.

    9. When all done, save the image by click Menu > Image > Save (or Save as), and convert to DDS using MapConverter.

    10. Last, make sure you have saved & exported all the modified racesurface objects to GMT for game to use, those objects now carriy the new Road detail map texture UV channel info. Then you can test & adjust Road detail map in material editor.
     
    Last edited: Dec 24, 2021
    Lars, Bostrom, Corti and 2 others like this.
  2. trollray

    trollray Registered

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    @svictor Many thanks for the tip,
    i'll test it asap and give feedback. ;)
    Cheers
     
  3. trollray

    trollray Registered

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    @svictor
    Hey, the second solution already work well.
    Need some help for the first one with blender.
    A PM was send.
    Anyway sooo many thanks mate ;)
    Cheers
     
    svictor likes this.
  4. memoNo1

    memoNo1 Registered

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    Well, I can say from the bottom of my heart that this F1 1988 mod is by far the best mod ever.
    Cool cars, H shifter, history, charismatic drivers, and a really authentic driving experience.
    How do I know that?
    I compared this mod with the S397 mod the McLaren MP4/8 1993 by Senna.
    Of course, the tyre model is understandably not as good as the one from S397, but otherwise the driving experience is almost 1:1 the same.
    The F1 1988 Mod from carrera is really unique.
    And your work on it, @trollray , my French friend is priceless. A blessing for all single player friends.
    Thanks again for the great work and love you put into this project.
     
    Last edited: Sep 10, 2021
    Lars, MiguelVallejo, pkelly and 2 others like this.
  5. memoNo1

    memoNo1 Registered

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    And of course I want to thank everyone else involved.
    I drove the S397 Monaco route today.
    Insanity!
    The very best that rF2 has to offer.
    this intensity, the quick switching and reacting when countering.
    The sound ..
    I'm really looking forward to the big update at the end of the year.
    And every vehicle drives differently!
    You won't gain anything with a Zakspeed.
    the Minardi, a midfield team back then, has better chances to fight for places.
    The Benetton is a slightly higher league in comparison.
    All aspects of the different teams have been considered here.
    trollray's talent files are also very well prepared.
    Senna Prost Berger Alboreto Mansell Picquet etc are the top.
    As it should be.
    This project is sim racing like in a picture book.
    Just fantastic.
     
  6. FORMULAEFAN71

    FORMULAEFAN71 Registered

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    I haven’t been able to test out this mod but how do the 88 cars drive in comparison to the stock mod by carerra?
     
  7. memoNo1

    memoNo1 Registered

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    It's the same mod.
    Just refreshed and minor changes in the physics.
    The big update will follow at the end of the year.
    Carrera's quality has definitely remained!
     
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  8. MiguelVallejo

    MiguelVallejo Registered

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    And dont forget the circuits!
    It's amazing to think of the effort behind all this
     
  9. memoNo1

    memoNo1 Registered

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  10. trollray

    trollray Registered

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    Hi guys, many thanks for the support ;)

    I have a very good news for all of you, (And first me in fact lol )
    @svictor helped me alot to understand what was wrong and how to make the Road detail map.
    For those who don't know what i'm talking about it's the way to implement Puddles, dirt and old groove marks precisely all around the track.
    Now all the tracks (1986 and 1988 season, 18 tracks ) will have a level of finition near last standards.
    ( Not lazer scan of course or new meshes )
    I'm doing this for monaco and will post some pics when done.

    Many thanks to @svictor for the help.
    Stay tuned

    Cheers

    PS: Ok, i'm probably too excited yeah, but it's something like one year now that i was behind this "road detail map" hurdle loll
     
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  11. doddynco

    doddynco Registered

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    Physics update to the Historic Edition is completed and you'll be able to drive it quite soon. Benetton is now a different beast - there are big improvements . I found a few quite drastic errors related to inertia in my initial physics which made it incredibly twitchy to drive, I've now sorted this out and have spent alot of time dialing this car in. There are general improvements accross the board and I can't wait for you to try it out !
     
    Lars, Bostrom, pkelly and 10 others like this.
  12. memoNo1

    memoNo1 Registered

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    Good morning.
    I am looking forward to!
    Yes the Benetton is / was quite nervous and difficult to drive.
    Keep it up!
     
    doddynco likes this.
  13. jepeto

    jepeto Registered

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  14. trollray

    trollray Registered

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    Hi folks

    Today is a great day ;)
    New update is available on steam.
    We have decided to divide in 4 different mods the f1 historical edition. That mainly is to help in future updates. ;)

    The mods are now :
    "F1 1986 Historical Edition Cars" (Demo state for now)
    "F1 1986 Historical Edition Tracks"
    "F1 1988 Historical Edition Cars" (Still very early stage )
    "F1 1988 Historical Edition Tracks" ( aIW file and other details such as pit places, etc..)

    NOW, what's new in this update ? :
    Made by @doddynco

    Benetton car update ("F1 1986 Historical Edition Cars" Mod)
    Physics Revision:-

    - Scratch built Suspension geometry, modeled on late chassis Bennetton B186.
    - Corrected inertia values and CoG
    - Corrected front wing aero load position
    - Accurate undertray points (please give us sparks s397!)
    - Numerous tweaks to all tyre compounds including ai tyres
    - Increased turbo inertia
    - Adjustments to auto clutch and reduced shift time

    Sound tweaks:

    - Tweaked turbo sounds
    - Better tyre scrub sound
    - New transmission whine
    - Rebalanced audio mix


    On my side, i've relessed "F1 1986 Historical Edition Tracks" and only one track is finished.
    It's Monaco with all PBR updates and Puddle maps included.

    We @doddynco and i (Trollray) hope that you will aprreciate our work.
    Only the Benetton and one track are available but new tracks will come along regularly.
    For the cars, it's a more complex work for Doddynco and your support is the best engine ;)


    Cheers and happy driving

    Ps: I really enjoy this new physics and sound. It's like a kart but with 1500 HP lol..
     
    Lars, Bostrom, ApexModding and 7 others like this.
  15. RoWo

    RoWo Member

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    SSR doesn't work or isn't implemented, if I'm not wrong.
     
  16. mjo1704

    mjo1704 Registered

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    in my case I have noticed that on several tracks
    ssr graphics will not load the first time .then you should close the track and reload it works for me also in this version of Monaco 80.s when reloading it
     
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  17. RoWo

    RoWo Member

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    Ok, you are right. After reload of the track the SSR also works. :)
     
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  18. trollray

    trollray Registered

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    Good to hearr that. Didnt know it too.
    Btw, dont hesitate to send feeback or bugs.
    I know the tv cam take time to chage the light reflexion after the tunnel. Dont know why.
     
  19. trollray

    trollray Registered

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    Minor changes in the last new update.(0.22 to 0.23)
    You wont see them maybe but we know they are lol ;)
     
    Hazi likes this.
  20. jepeto

    jepeto Registered

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    now we can use almost correctly semi automatic gear but it s not the best
     

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