Leonardo1962
Registered
Hi folks,
I started modding rfactor2 cars.
First I had to learn to understand and generate and all the needed files in function, and fileformat. That was so hard and time consumpting, that i decided to develop a tool to handle and test all the files, therfore i extended my windows 3D track editor.
The ModDev - Mode was very helpful to make the first steps to learn and to get a car running.
Building a car from scratch needs lot of work and time, therefore I started with conversions of cars.
So i developed a 3D/2D suspension / CAR editor (see pictures)
View attachment 12088 View attachment 12089 View attachment 12090
(sorry for half german and half english button text).
Here is a little video update. You can see how to make a suspension work and to take use in GAME (ModDev).
Small video shows getting startet and "compile" the first modDev vehicle.
With this tool it is possible by one click to generate a new ready to run ModDev Car with all needed dummy files (inkl. rFm, HDV, Icons and gearbox engine data, ratios etc.). The only input is the name of the new Car -Mod (the first dummy files are small cylinder GMT files).
After setting up ModDev files automatically I developed a modding tool (thanks to taufikp for the idea). I programmed a suspension geometry generator out of tire node data and suspension file (.pm) and wrote import and export filter to read, edit and write suspension file (F:E: lr_TIRE_MAX.GMT .pm and also the new: .ini). The only input is trackwidth, wheelBase and vehicle weight. All other inputs can be edited and varied or loaded from other cars. The dummy files are overwritten files by files to real functioning GMT files.
With this editor a next mouse click calculates and generates automatically all suspension geometry files (direct as working rFactor2 GMT files) and writes them into ModDev vehicle path.
Another mouse click calculates and generates all light and glow geometry files (also as rFactor2 GMT files) and writes them into ModDev vehicle path.
Very important for me was the integration of good working wheel-design, tires physics an rims. I introduced a template path structure for all important template files, where i choose the tire geometry of the TGM Files, the rims and the textures for tire and rim. Each tire, rim will be created in realtime (about less than 10 seconds)
The path nodes of physics TGM file is used to calculate the real shape of the tire. The material of twall and ttread and there geometry data are calculated individual for all lods (Max, high, med low ultra low) automatically and input into GEN files can be done automatically or manual.
Of coarse all files have to be collected in a Package .rfcmp file and to be installed for use in the rFactor2 game. Today it was the first time to run through all this stuff and i got my first time a car running on a track out of modDev.
There is a lot of work to do. Next steps will be to handle and extend the tools for car engine, cockpit GAUGES, TachometerNeedles etc. but i think i will manage that.
The actual version has too much constant path structure, that works only at my own private path structure and the routines to set up the template and moddev structure arent finished yet. If the editor has reached a stable and usable userfriendly state may be i publish a version for download.
This Version is a unfished beta preview. Please backup your files, before you use this tool.
Update: Vers. 1.73
Setup procedure will be explained with the upcomming Version.
So I keep on working on my modding tool. For now i'm looking for permission to convert a existing rfactor or GT2 car to rfactor2 to test my editor.
Have a nice racing
Leonardo1962
I started modding rfactor2 cars.
First I had to learn to understand and generate and all the needed files in function, and fileformat. That was so hard and time consumpting, that i decided to develop a tool to handle and test all the files, therfore i extended my windows 3D track editor.
The ModDev - Mode was very helpful to make the first steps to learn and to get a car running.
Building a car from scratch needs lot of work and time, therefore I started with conversions of cars.
So i developed a 3D/2D suspension / CAR editor (see pictures)
View attachment 12088 View attachment 12089 View attachment 12090
(sorry for half german and half english button text).
Here is a little video update. You can see how to make a suspension work and to take use in GAME (ModDev).
Small video shows getting startet and "compile" the first modDev vehicle.
With this tool it is possible by one click to generate a new ready to run ModDev Car with all needed dummy files (inkl. rFm, HDV, Icons and gearbox engine data, ratios etc.). The only input is the name of the new Car -Mod (the first dummy files are small cylinder GMT files).
After setting up ModDev files automatically I developed a modding tool (thanks to taufikp for the idea). I programmed a suspension geometry generator out of tire node data and suspension file (.pm) and wrote import and export filter to read, edit and write suspension file (F:E: lr_TIRE_MAX.GMT .pm and also the new: .ini). The only input is trackwidth, wheelBase and vehicle weight. All other inputs can be edited and varied or loaded from other cars. The dummy files are overwritten files by files to real functioning GMT files.
With this editor a next mouse click calculates and generates automatically all suspension geometry files (direct as working rFactor2 GMT files) and writes them into ModDev vehicle path.
Another mouse click calculates and generates all light and glow geometry files (also as rFactor2 GMT files) and writes them into ModDev vehicle path.
Very important for me was the integration of good working wheel-design, tires physics an rims. I introduced a template path structure for all important template files, where i choose the tire geometry of the TGM Files, the rims and the textures for tire and rim. Each tire, rim will be created in realtime (about less than 10 seconds)
The path nodes of physics TGM file is used to calculate the real shape of the tire. The material of twall and ttread and there geometry data are calculated individual for all lods (Max, high, med low ultra low) automatically and input into GEN files can be done automatically or manual.
Of coarse all files have to be collected in a Package .rfcmp file and to be installed for use in the rFactor2 game. Today it was the first time to run through all this stuff and i got my first time a car running on a track out of modDev.
There is a lot of work to do. Next steps will be to handle and extend the tools for car engine, cockpit GAUGES, TachometerNeedles etc. but i think i will manage that.
The actual version has too much constant path structure, that works only at my own private path structure and the routines to set up the template and moddev structure arent finished yet. If the editor has reached a stable and usable userfriendly state may be i publish a version for download.
This Version is a unfished beta preview. Please backup your files, before you use this tool.
Update: Vers. 1.73
Setup procedure will be explained with the upcomming Version.
So I keep on working on my modding tool. For now i'm looking for permission to convert a existing rfactor or GT2 car to rfactor2 to test my editor.
Have a nice racing
Leonardo1962
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