When i wrote THIS Post in another Thread, i remembered, that i did download a free to use 3D Model some Years ago already. But i can not remember anymore from which Site i've got it. Maybe it was from cadnav.com or fetchcfd.com or another Site. I searched my old HDDs now and i've found it. But it is one of the High Polycount Models (443477 Polys total, Screenshot below) that are not made to be used in a Video Game. But i want to try to get it into a State that it can be used in rFactor 2, because i really like that Car. Released in the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3370070272 Please keep in Mind, that this Car is WIP in all Aspects. And don't drive in the Rain, because the Wipers are not animated yet. EDIT: Now they are
If nothing else, just use the high polycount as-is (after swapping out wheels with ones made with rF2 in mind). You'll be limited in how many cars you can run with respect to fps, but at least you'll have something to look at while exploring the physics. Then work on reducing the polycount and materials section by section. Often reducing the materials is more important than the polycount.
Yes ! Besides nice model. There will be two key points - getting sound to be raw and vicious. And finding the handling - how difficult it really was and why ? I think no doubt the car is challenging, but it probably isn't undrivable at all. I think most people just sucks real bad at driving and at respecting powerful high performance cars. Tires in late 90s and early 2000s probably was more oriented to lasting longer, than performing really well for modest distances till they get worn out. Also a lovely clean design. I guess it had modest downforce, if any, which is kool IMO (I'd choose low drag over downforce anytime). Would be interesting to know is there data for that ?
My guess is it's not undriveable, more probably deceivingly comfortable until a point of no return that caused the multiple crashes it got its reputation for .
Thank you for the interest and the Replies, but think at: the more i have to answer here, the less Time is left for Modelling. Thank you for the "Fix". Unfortunately i did only have a 911 SC 3.0 L a long Time ago and did never drive the Carrera GT. But as far as i have seen in my Web Searches, when i did make the private Conversion of the Need for Speed Carrera GT, it was a Car that was fully suitable for every Day use, except you pushed it to and over the Limits. So it's up to the Driver, how difficult he wants to have it. I "just" have to get the Physics right, what is not easy in rF2, like we all know. I've made the Physics, that my Conversion Car has, with a lot of real Data that i could find and from my Point of View i probably will leave it as it is for now. The Poly Count is not the only "FPS-Eater", that's true. But 400000+ Polys are definitely too much and the Problem with reducing it is, that the 3DSMax Tools to do that don't give good looking Results always. Good enough for LOD Meshes, but not always good enough that it can be used as the <MAX> Mesh. And i don't want to remodel the whole Car manually. Let's see how it goes. The Sound is an important Point yes and i'm not good in working with Sound Files, that were taken from Videos or other Sources... About the Physics..... i did write some Words about it above. Thank you, but i did have a lot of real Data when i did make the Conversion Car and it's Physics. Unfortunately i've never found Data of the exact Suspenion/Steering Geometry for Example. "Answered" above. I will try to release a first Test Version as soon as possible, but it at least will last some Weeks, if not Months.
Good News and bad News. The bad News is that i'm really getting too old and too forgetful. I totally forgot, that i did make a Version with a 3D Model from the Internet, Years ago already. The good News is, that i've found the rfcmp of that Version on an old HDD. It has 38 Cars/Skins (made by me, so they are simple ones) + 2 "TV/Safety" Cars, but is in a WIP State as Version 0.8. That is also the Car from my old Video, that i did post in the other Thread and from that i thought, that i did make it with my from Need for Speed converted Carrera GT for private use. But i did make it with the 3D Model from the Internet already. So i think i can upload it to the Workshop in a few Days already, that you can drive it. BUT there is a lot left to do. Especially the Inside Engine Sound, that sounds like a Vacuum Cleaner. And the Cockpits don't look good and ......
@redapg- Ah, memory, becoming a reclusive member of my family too Replay engine sounds in other Porsche are nice & growly. Inside could use a similar tweak. Thx.
I don't know exactly what you mean. This Porsche sounds different than the Flat 6 Porsche, because it has a V10 Engine. The/My Problem is, that there are many Videos from that i could get inside and outside Sounds. But my Skills, to make them usable for rFactor 2, are 0. Here is an Example, what could be used for inside Sounds, i guess,
Is it very hard to mod car sounds ? I have never tried. For some reason sounds modding is always the most abandoned. It was so in Assetto Corasa too. Why is that ? Every audio guy is trying to become a music superstar, or is it just so hard to do ? Or is it because it is underappreciated art in simracing ? To me audio is extremely important, I would even put it close to physics. This Porsche should have THE sound.
I've dabbled a little bit with sounds. What I've found is trying to find good source sounds is difficult to come by. You can try to extract sounds from videos, but the issue is that the rpm is usually changing. Therefore it is difficult to make the sound looping that is required for rF2. I agree that great sounds help. But as a modder with limited sources, I see why this part is often lightly adjusted.
Another Problem is, to get "clean" Sounds. Extracted from Videos, you almost always have other Noises included. And even if you have some good Sounds, it is not easy to get them sounding good or, better, like the original Sound, in Game. At least for me. Some Years ago, i tried to create a Set of Sound Files for a Car and i also did have a Software with that you could "flatten" the Sounds, to get them usable for a Loop (what @Chris Lesperance did mention above). But in the End, i gave up.
I wonder what are possibilities to utilize engine sim: Although I am not fully satisfied with its sounds, the next version should be waaaaaay better from what I saw. But perhaps current one is already not bad for more modern high revving engines. I think it doesn't do justice for old more raw sounding engines. Another thing I am wondering about is if there are any AI algorithms created to help preparing sounds. Anyway. I think the world of audio is fascinating, the rare engine audio guys in simracing likely knows lots of tricks.
Kool, thank you. One of the best road cars ever. Looking forward to explore it. I'll probably say something about physics that no one needs to hear lol I really don't think you need to have solid data, in order to get cars physics up to reasonable standard. Of course there will always be little bit of fantasy. I think it goes even if there are lots of advanced data available, we can still get lots of things mixed up, interpreted imprecisely. Besides numerical data, visual data, descriptions from real drivers, various facts, logic and common sense and lots of constructive well thought out feedback as a reference should help to get it in the ballpark.