FSO 2008 F1 mod.

And what's more, converting rF1 well done mods to rF2 is a pretty easy job, I mean dirty conversion and make it drivable and looks OK, just use Chris' rF2 online tools to cover all things beside graphic. But yes, fine tuning it and make it a great mod needs time and skill.. Content manager is a good thing to generate AO map, it can easily bake it but I don't know how to put a car in AC hahaha (it needs the car in AC).
And like what I post before add MaterialPath and work on the web UI editor is a nice experience, and looking forward 397 can give a good car modding pipeline after track, now the track modding is good and yep, doc needs more.
And hope more rF1 good mods can be port to rF2, but permission is hard to get, even can't find the original author.. and for me I prefer to do what I want but they're hard to release... And my skill is poor, have no time to learn more due to daily job, so I can just do what I can... so the final result isn't too good so that I'm doubt that it get get the permission hah
Use the FISI-stuff to your advantage. It will provide a solid foundation for the physics. Then adjust those to be more 08 than 12.
Other than that just have fun with it and improve upon during your sparse free time :)
 
Use the FISI-stuff to your advantage. It will provide a solid foundation for the physics. Then adjust those to be more 08 than 12.
Other than that just have fun with it and improve upon during your sparse free time :)
yep, I checked shumi's 07 conversion and maybe 09 or other's work, tires based on 12, but I don't know what to change yet. And the core physic is all from fsone, I just don't have that much knowledge to change that haha, and shame that, my free time is limited,
Thanks for your kind words, I would try my best and just enjoying it hah
 
yep, I checked shumi's 07 conversion and maybe 09 or other's work, tires based on 12, but I don't know what to change yet. And the core physic is all from fsone, I just don't have that much knowledge to change that haha, and shame that, my free time is limited,
Thanks for your kind words, I would try my best and just enjoying it hah
Honestly you could just take the whole FISI hdv, engine and gearbox, tyres, chassis etc. and 'just' adjust the suspension geometry and the aero/drag to go more towards the 2008-machinery (tonnes of winglets, slightly greater overall downforce in general)... I bet the end result would be better then.
 
fine tuned PBR effect with @S.Victor 's help (silverstone is unchanged one) and use S397's F318 PBR properties as example. Looks so good with updated rF2 graphic, just amazing that game can look so nice (But fine tuned need a lot of attempting and testing, still need a good doc or pipeline of cars....)
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fine tuned PBR effect with @S.Victor 's help (silverstone is unchanged one) and use S397's F318 PBR properties as example. Looks so good with updated rF2 graphic, just amazing that game can look so nice (But fine tuned need a lot of attempting and testing, still need a good doc or pipeline of cars....)

Can you keep posting updates it looks really good!
 
could you help walk us through coveting mods through chris' tools? I dont know what files to upload is it the entire mod you upload?
No all, you can use his tools and use that convert rf1 to rf2 function, upload tbc,hdv,pm,engine,gear. You can just following their guide, the tool would ask you to upload certain file
 
But first,the tires is the most important,so begin from tires.
And graphics side you might need use 3dsimed, another workflow,just look at the guide in this forum
 
But first,the tires is the most important,so begin from tires.
And graphics side you might need use 3dsimed, another workflow,just look at the guide in this forum
I'm trying it out, what do i do with the ini files? and is there a guide to use this tool??

Thanks!
 
I'm trying it out, what do i do with the ini files? and is there a guide to use this tool??

Thanks!
I remember there's no guide, but his tool has a very detailed description and step by step to ask you to do something or upload certain file to finish the process. Huge thanks to Chris for his great tool
 
I'm trying it out, what do i do with the ini files? and is there a guide to use this tool??

Thanks!
As @zxd1997 has said already, my Tool, to convert rF1 Files into rF2 Format (the Tool with the red Button), leads you through the whole Process.
You just have to take care for 1 Thing: Upload ONLY original rF1 Files!
If you upload Files that have been modified by Hand with some rF2 Entries already, you get Misfunctions and corrupted Files are the Result.
And also some rF1 Files, especially the PM Files, sometimes do have a Suspension System that is not yet supported by rF2.
With the Tool converted Mods, if that is the Case, will crash in the DevMode.
On the Tools Site is my eMail.
If you get stuck with something, you can mail me.
But i can not teach you how to convert a Mod in every Detail. ;)
That would last much too long

Just one more Hint.
The Conversion has 2 Parts.
One is the Conversion of the Physics, which can be basically done with my Tools.
The other Part is the Conversion of the gmt Format and the Shaders/Grafics, that can be done with 3DSimEd3 (it's the best/quickest Software to do that, i would say).

As the starting Point, put the Subfolders, that are for the Car, from the GameData Folder of the rF1 Mod, into the DevMode Folder of the rF2 Installation.
And then use 3DSimEd3, to convert the gmt Files into rF2 Format, as the first Step.
 
try to put the WDC car into the game, with some PBR tweak, but without region map I can't do a proper chrome effect like what I do on mp422 (also post the pic on this thread before), if use all region as some chrome effect, the sticker or not chrome part will heavily reflect, so I just choose to add basecoat reflect index to have some little chrome effect, if I have time or some psd, to make a proper region map, it would look very beautiful.. But have no much time and original psd so maybe no...
put a car into game maybe one night (after the first one done, first needs more), but fine tuning needs a lot more...
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being busy for a few weeks so no any progress...
Here's a question... How to bake AO map for existing GMTs? Not the edge baker tool, that's no what I need I think... And it not support the multi material gmts...
 
being busy for a few weeks so no any progress...
Here's a question... How to bake AO map for existing GMTs? Not the edge baker tool, that's no what I need I think... And it not support the multi material gmts...
You can bake it quite easilly in Blender, check youtube for tutorials, there's plenty of this.
 
What about @zxd1997 version of the 2008 mod? Any news?
sry, busy in these two month but I'll keep porting it once I have more free time, my favorite season of all.
But I'm afraid that the permission job and some thing else will not make it release to public.... Just make it for fun but not so much time now. And I notice that I have no skill to do 3d or baking maps, still only dirty convert with a little shader improvement..
 
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