FSO 2008 F1 mod.

SharD

Registered
Hello, I converted this mod from rF1, and had quite a bit of fun doing it. It was a process that taught me a lot about how to convert cars and how to make them visibly pleasing and, more or less, driveable ingame.

What does this mod feature?

-22 cars + test drivers included in the original mod (FSOne 2008).
-Reworked physics and unique .hdv and engine files for each team.
-Reworked balance based on the F1 2008 season.
-Each team will perform differently on each track. Some cars are quicker on fast tracks, some on slower tracks some cars are all round and some cars suck at every track.
-Some of the prettiest F1 cars ever made.
-The ugliest F1 car ever made; the Honda.

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Very nice effort!
I might find time to give these a run... I raced a lot of virtual kilometers in those cars in rF1...

Seems there is a lot of T1-shader in use... Lacking some reflections and have a lot of bloomin' goin' on... But maybe you're working up to perfect it all with the PBR-method?
If not you can easily get some reflections going on the WCCARBODY
Keep it up and keep learning and polishing!
 
I am still trying to figure out which shader works the best. I like bright colours and not the inherent greyness that comes with some of the recommended shaders. I may try PBR if I find the time. Thanks for the tips. :)
 
Very nice effort!
I might find time to give these a run... I raced a lot of virtual kilometers in those cars in rF1...

Seems there is a lot of T1-shader in use... Lacking some reflections and have a lot of bloomin' goin' on... But maybe you're working up to perfect it all with the PBR-method?
If not you can easily get some reflections going on the WCCARBODY
Keep it up and keep learning and polishing!
I am still trying to figure out which shader works the best. I like bright colours and not the inherent greyness that comes with some of the recommended shaders. I may try PBR if I find the time. Thanks for the tips. :)
it's hard to do so, because when that time, f1 mods usually use 2~3 materials to make the body, so there must be uv remapping for these mods (fsone08\09, mmg07 and so on) to have the new pbr skins. So it's challenging and I don't know how to remap uvs..... I've try it on mmg 07's mp422, the wccarbody part works amazing but others just won't have effect because 397's pbr only support on wccarbody I think.....
And what's more, I also want to do that convert but you did first hahah, so there must be same problem, the permission, I don't know whether it can be public release, but please give me a copy if you done a lot, 2008 cars is my favorite!
 
and seems you haven't do a dx11 adopt, just simple to copy a dx11 layer (which is a bit darker or so) in s397's template and paste to the skin or other texture dds(don't do on spec map or bump map and so on) and save it, it will be not overexposed like this now
you can use photoshop batch process them, if you want any help I will try to help (I'm learning ,too, so limited help I can provide, because that's my favorite f1 season, so if you don't do this I will do after months when i finish other projects hah)
 
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sadly I discover that honda/toyota have no shark fin upgrades, so sad that, that's a important part that 2008 cars are amazing
 
This looks fantastic!, is there a possibility that we could download it and play around with it? great work! :)
 
I somehow completely missed this... Great work! And nice to see some new modders on the scene.

I echo the points about the bloom, a simple reduction of levels on the skin dds files should do the trick. And of course, using the new PBR shaders would be best although we're still not at a point where every track is updated yet which seems ludicrous! We have the new technology, but as always it's in a half finished state :rolleyes:

Anyway, keep up the good work! Hopefully you can get the permissions to release this publicly.
 
Sorry, no new pictures yet. I am currently working on getting the cars properly drivable. This includes a lot of testing, and I do not have -that- much time. I will try to contact the original makers of this mod - if they can be found - when it is more or less ready for release.
 
Sorry, no new pictures yet. I am currently working on getting the cars properly drivable. This includes a lot of testing, and I do not have -that- much time. I will try to contact the original makers of this mod - if they can be found - when it is more or less ready for release.
alright dude :) good luck!
 
The maker of this mod was Kikoni.
I haven't heard from him in many years.
I think that his las project was colaborating in rFHighVoltage
 
Hello, I finally found how to apply IBL/PBR shader for WCEXTRAs materials, for those old rf1 F1 mods which use more than one WC material to make the body, and what's more, to make the whole car use PBR shader, with @Coutie help hugh thanks for him, and try with Shumi's converted MMG07 Mp4-22, chrome looks good but still need some modify I think. And I have no original PSD of the skin so it make me harder to make the proper pbr region.....
And the way is :
1. in car's .gen file, add a line MaterialPath=<VEHDIR>McLaren_2007\team (point it to your material json's path), and remember all the file material needed need to be in SearchPath.
2.just with original way to make region、AO and so on textures to make it ready for material assign
3.jump to http://localhost:5397/materialeditor/index.html#/ , select the material name, and just edit it, change shader to L2IBLCARBODY, assign region\damage maps, and tune the number of PBR effect like reflective ad so on, then save it. With MaterialPath set, it can work fine with Save to dev function. Just make it one by one until all the material you need to do with PBR done.'
@Lazza @dylbie
Here's preview, I can't make a proper region map and can't do a AO map, so just for preview how it's works (updated with original spec map pretend to be a ao map. looks a little better )
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