dylbie
Registered
After a few requests I've made this quick guide to converting a car from rF1 to rF2. Of course, there are a multitude of things you'll have to do, edit and adjust to get the car looking good, working correctly, and handling well, but this should cover the first steps, and hopefully get the car in game. Feel free to ask me anything you find as you go along, provided you haven't killed yourself by the end! for the experienced modders out there, please let me know if I've missed anything, or if there is anything you do differently/more efficiently.
Things you need before you get started:
3DSimEd
gMotor 2.0 MAS for rFactor 1
gMotor2 MAS Tool for rFactor 2
NotePad
Step 1 - Download and analyse the rF1 mod
Download the rF1 mod and you should have two folders named 'GameData' and 'Sounds'. GameData has all the files you need for the car, sounds contains sounds funnily enough!
GameData has a MAS file which contains all the 3D models (GMT), the textures (DDS) and other files (TGA, ANM etc)
It also has a TEAMS file which contains the skins and the VEH files.
Loose in that folder should be everything that ties these files together, so 'HDV' physics files, TBC/TGM tyre files, PM suspension files, GEN files which load the 3D files into the game, SFX files, COCKPITINFO files. There's probably a few more too which i forget.
Step 2 - Begin making some files for the rFactor 2 car
The process which i use is to make a new folder for the 'raw' files:
So make a new folder called 'E34' for example.
Then within that folder make sub-folders called 'MAIN', 'GMT', 'TEAMS', and 'SOUNDS'
This is where things might get a bit complicated...
Go back to the rF1 gamedata folder and find the .MAS file
open it up with the gMotor 2.0 tool.
You should then see all the gmt files and dds files.
Select all, right click, extract. Extract all the files to your newly created 'GMT' folder.
You should now have all the 3d and texture files in raw format, GMT, DDS and TGA which you can open in 3DSimEd(GMT) or paintnet/photoshop(DDS).
Sounds and teams are NOT in MAS format for rF1 so you can just drop them into your new TEAMS and SOUNDS files.
SOUNDS for rFactor 2 should have WAV files with no subfolders. So if there are subfolders in the rFactor 1 mod, just take them out and put them in one folder.
TEAMS should have a VEH file, and a DDS skin file. The VEH file is very important as it references the 3D files, physics files, upgrades, cockpitinfo, and sound files, and also the skin in the TEAMS folder.
Now the rest of the files HDV etc put them in the 'MAIN' folder.
Step 3 - Convert the GMT files into rFactor 2 models/objects
So now you have the 'raw materials' you need to get a mod working, but first you'll need to convert all the rF1 GMT files to rF2 format, which is quite easy. In 3DSimEd, 'import as objects' all the GMT files except the wheels, and steering wheel. Then simply export as rFactor 2 objects. To do the wheels and steering wheels, open them as models, and then export them as 'rFactor 2 model'. For some reason this doesn't affect the pivot points. If you import the wheels as an object you'll have to reset the pivot points.
Now you should have all the GMT files in rFactor 2 format.
Step 4 - Sort out the **** in your MAIN folder
The tyres are probably the most important new feature of rF2 and it tripped me up a few times when making my first car.
Unless you have a degree in rubber compound physics, you'll probably want to 'borrow' some tyres from an ISI car. Depending on which car you're making choose some tyres of a similar car. Then place them in your MAIN folder. You'll need to put both the TBC AND the TGM tyres. Make sure you reference these new tyres in the HDV, otherwise the car will NOT work.
If the HDV files are good from rF1, they will work straight out of the box in rF2 - a useful feature, that no-one seems to know about.
The SFX file can just be re-pointed to the name of your car. You can use the 'find/replace' feature in NotePad to edit the lines quickly.
The GEN file is a tricky beast and I'm not entirely sure how it all works. My best advice here is to copy the first part of the GEN file from another car. If someone would like to explain and expand on this, please contact me.
Most other files work 'straight out the box' from rF1.
Step 5 - Sort out the SOUNDS folder
As I mentioned before, all WAV files need to be in a single folder. If any are in subfolders, just place them in the SOUNDS folder as they are.
Simple.
Step 6 - Sort out the TEAMS folder
This is pretty much identical to rF1. Infact it is. Just put your skins in here, and the VEH files should work from rF1.
Step 7 - Make MAS files using the gMotor2 Tool
Now you'll need to package up these 4 files so that rF2 recognises them by using the gMotor2 tool to create 4 MAS files.
I'll use the E34 as an example.
Make a new folder called 'E34 MAS'
Open the gMotor2 tool. Go to each folder you've created (GMT, MAIN, TEAMS, SOUNDS) individually. Select all the files and drop them into the gMotor2 tool and then use the 'create MAS file' button (looks like a yellow square). Do this 4 times for each file, so for example 'E34.mas' for the 3d stuff and textures, 'E34MAIN.mas' for the physics,sfx,tyres,gen files etc, 'E34SOUNDS.mas' for sounds , 'E34TEAMS.mas' for teams.
This has now put the files into MAS files which rF2 can read.
Step 7 - Package the mod up using the gMotor2 Tool
You can now use the package button (looks like a box!) in the gMotor2 tool to package these 4 files together to create your mod.
So click the 'create package file' button. You'll see 4 options. Click 'Create Single Cmp Package'.
Now a window will come up with a lot of options. This part is important.
Where is says 'select component', use the drop down list to <Add New Component> and make up a name for your mod, like 'BMW_E34_M5'.
Next, where it says file choose where you want to put your rfcmp file. I usually put this with my MAS files, but you may want to put this somewhere else. The rfcmp file is the one you put in your packages file when first installing a mod, so it is this file you'll use if you want to share your car.
Next choose a version number. I usually start with 0.1, as I like to work towards a v1.0. But you can choose as you like.
Next select type as 'vehicle'. Obviously.
Next in the box where it says MAS files, select all 4 of your newly created MAS files from Step 3, 4, 5, and 6 above.
NOTE: Once you've selected all the MAS files, the square on the right should go green.
Next click 'package'. You should get a message at the bottom: 'Component packaging complete with no errors'.
Now click install, and it should install your mod to rFactor 2.
Finally load up the game, and double check the Vehicle has been installed in the content tab/mod manager.
Once you've done that you 'should' have the car in game and working.
Now, you'll have to start fine tuning the shaders, physics files, light flares, tyres, add animated drivers etc etc etc!
Again if anyone sees anything I've missed, or if people do things an easier way, let me know and I'll amend this...
Big thanks to Bjorn, StrawmanAndy, RJames, Steve at SR4L, Kniker97, and Sderenno who have all helped me so far, now I'll try and help more people
Things you need before you get started:
3DSimEd
gMotor 2.0 MAS for rFactor 1
gMotor2 MAS Tool for rFactor 2
NotePad
Step 1 - Download and analyse the rF1 mod
Download the rF1 mod and you should have two folders named 'GameData' and 'Sounds'. GameData has all the files you need for the car, sounds contains sounds funnily enough!
GameData has a MAS file which contains all the 3D models (GMT), the textures (DDS) and other files (TGA, ANM etc)
It also has a TEAMS file which contains the skins and the VEH files.
Loose in that folder should be everything that ties these files together, so 'HDV' physics files, TBC/TGM tyre files, PM suspension files, GEN files which load the 3D files into the game, SFX files, COCKPITINFO files. There's probably a few more too which i forget.
Step 2 - Begin making some files for the rFactor 2 car
The process which i use is to make a new folder for the 'raw' files:
So make a new folder called 'E34' for example.
Then within that folder make sub-folders called 'MAIN', 'GMT', 'TEAMS', and 'SOUNDS'
This is where things might get a bit complicated...
Go back to the rF1 gamedata folder and find the .MAS file
open it up with the gMotor 2.0 tool.
You should then see all the gmt files and dds files.
Select all, right click, extract. Extract all the files to your newly created 'GMT' folder.
You should now have all the 3d and texture files in raw format, GMT, DDS and TGA which you can open in 3DSimEd(GMT) or paintnet/photoshop(DDS).
Sounds and teams are NOT in MAS format for rF1 so you can just drop them into your new TEAMS and SOUNDS files.
SOUNDS for rFactor 2 should have WAV files with no subfolders. So if there are subfolders in the rFactor 1 mod, just take them out and put them in one folder.
TEAMS should have a VEH file, and a DDS skin file. The VEH file is very important as it references the 3D files, physics files, upgrades, cockpitinfo, and sound files, and also the skin in the TEAMS folder.
Now the rest of the files HDV etc put them in the 'MAIN' folder.
Step 3 - Convert the GMT files into rFactor 2 models/objects
So now you have the 'raw materials' you need to get a mod working, but first you'll need to convert all the rF1 GMT files to rF2 format, which is quite easy. In 3DSimEd, 'import as objects' all the GMT files except the wheels, and steering wheel. Then simply export as rFactor 2 objects. To do the wheels and steering wheels, open them as models, and then export them as 'rFactor 2 model'. For some reason this doesn't affect the pivot points. If you import the wheels as an object you'll have to reset the pivot points.
Now you should have all the GMT files in rFactor 2 format.
Step 4 - Sort out the **** in your MAIN folder
The tyres are probably the most important new feature of rF2 and it tripped me up a few times when making my first car.
Unless you have a degree in rubber compound physics, you'll probably want to 'borrow' some tyres from an ISI car. Depending on which car you're making choose some tyres of a similar car. Then place them in your MAIN folder. You'll need to put both the TBC AND the TGM tyres. Make sure you reference these new tyres in the HDV, otherwise the car will NOT work.
If the HDV files are good from rF1, they will work straight out of the box in rF2 - a useful feature, that no-one seems to know about.
The SFX file can just be re-pointed to the name of your car. You can use the 'find/replace' feature in NotePad to edit the lines quickly.
The GEN file is a tricky beast and I'm not entirely sure how it all works. My best advice here is to copy the first part of the GEN file from another car. If someone would like to explain and expand on this, please contact me.
Most other files work 'straight out the box' from rF1.
Step 5 - Sort out the SOUNDS folder
As I mentioned before, all WAV files need to be in a single folder. If any are in subfolders, just place them in the SOUNDS folder as they are.
Simple.
Step 6 - Sort out the TEAMS folder
This is pretty much identical to rF1. Infact it is. Just put your skins in here, and the VEH files should work from rF1.
Step 7 - Make MAS files using the gMotor2 Tool
Now you'll need to package up these 4 files so that rF2 recognises them by using the gMotor2 tool to create 4 MAS files.
I'll use the E34 as an example.
Make a new folder called 'E34 MAS'
Open the gMotor2 tool. Go to each folder you've created (GMT, MAIN, TEAMS, SOUNDS) individually. Select all the files and drop them into the gMotor2 tool and then use the 'create MAS file' button (looks like a yellow square). Do this 4 times for each file, so for example 'E34.mas' for the 3d stuff and textures, 'E34MAIN.mas' for the physics,sfx,tyres,gen files etc, 'E34SOUNDS.mas' for sounds , 'E34TEAMS.mas' for teams.
This has now put the files into MAS files which rF2 can read.
Step 7 - Package the mod up using the gMotor2 Tool
You can now use the package button (looks like a box!) in the gMotor2 tool to package these 4 files together to create your mod.
So click the 'create package file' button. You'll see 4 options. Click 'Create Single Cmp Package'.
Now a window will come up with a lot of options. This part is important.
Where is says 'select component', use the drop down list to <Add New Component> and make up a name for your mod, like 'BMW_E34_M5'.
Next, where it says file choose where you want to put your rfcmp file. I usually put this with my MAS files, but you may want to put this somewhere else. The rfcmp file is the one you put in your packages file when first installing a mod, so it is this file you'll use if you want to share your car.
Next choose a version number. I usually start with 0.1, as I like to work towards a v1.0. But you can choose as you like.
Next select type as 'vehicle'. Obviously.
Next in the box where it says MAS files, select all 4 of your newly created MAS files from Step 3, 4, 5, and 6 above.
NOTE: Once you've selected all the MAS files, the square on the right should go green.
Next click 'package'. You should get a message at the bottom: 'Component packaging complete with no errors'.
Now click install, and it should install your mod to rFactor 2.
Finally load up the game, and double check the Vehicle has been installed in the content tab/mod manager.
Once you've done that you 'should' have the car in game and working.
Now, you'll have to start fine tuning the shaders, physics files, light flares, tyres, add animated drivers etc etc etc!
Again if anyone sees anything I've missed, or if people do things an easier way, let me know and I'll amend this...
Big thanks to Bjorn, StrawmanAndy, RJames, Steve at SR4L, Kniker97, and Sderenno who have all helped me so far, now I'll try and help more people
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