So how do they work exactly, how can i affect what direction are they looking by default? How to change the FoV they have and wether to skew the picture for a wider view and wether to make it flat?
I think default they just look straight back, I don't recall setting anything special for them, I think they're left like that because they are adjustable already from in the car, and most people will set them up to their own preference. FOV I believe is done by the track, but you could try changing the mirror.bmp and see what happens.
Well my mirrors look into sides (not behind) a LOT.. and adjusting them doesnt work (ive ready somewhere long ago that there is so naming convention to be kept ot have them adjustable which i cannot remember)
Yep, I think it's lmirror, rmirror, and cmirror. And I think they need to be in separate instances. Open up an ISI car to be sure. Sent from my HTC One using Tapatalk
Civic has this: MeshFile=civic_cmirror_in.gmt CollTarget=False HATTarget=False ShadowCaster=(True, Solid) LODIn=(0) LODOut=(5) NoHDRLum=True MeshFile=civic_lmirror_in.gmt CollTarget=False HATTarget=False ShadowCaster=(True, Solid) LODIn=(0) LODOut=(5) NoHDRLum=True MeshFile=civic_rmirror_in.gmt CollTarget=False HATTarget=False ShadowCaster=(True, Solid) LODIn=(0) LODOut=(5) NoHDRLum=True
Have you uv mapped the mirrors with the mirror texture from the skippys? The texture has a centre mark and left right position marks. If it's mapped correctly the mirrors will work.
ok solved.. the naming convention of the .gmts is more sensitive than i thought.. when i said i tried the naming, i meant cmirror,lmirror and rmirror.. but the preffix _IN also has to be there.. so it needs to be cmirror_in.gmt etc Thanks everyone for help they alo have to be tagged as "deformable" I still dont know how to set their default angles tho.. the cockpitinfo only has unexplained three numbers that affect all mirrors
Here is an excellent guide for rf1 that I think works for rf2 as well. It comes with a special mirror image that you can use in your 3d software to get your mirrors correct very easily. http://historicgt.fr.yuku.com/topic/2669/How-to-correctly-map-mirrors-for-rFactor-using-3DS-Max Look at the first response, there is a link to a tutorial zip file.
I really struggling remapping some mirrors for a mod. I have the template file and position the mirrors on it to scale as much as possible but they are either too zoomed in or stretched. HALP! (it's for an open wheel car btw).
Do you have/use 3DSMax? With that you can change the Mapping, to get rid of the Distortions. If not, i can offer to do it.
It needs some Tries, but usually you have to map the Mirror Meshes with a smaller Width and the largest possible Height. EDIT Use the Unwrap UVW Modifier to do it
You'll have to scale it so it doesn't look distorted. The L, C, and R should look normal, and all those circles should look like circles.