In what way?We're still unable to change driver heads, right.
Their faces. I saw someone post about it earlier in this thread, and the 2016 way did not work.In what way?
I'll have a look!and is someone currently working on figuring out how to swap driver faces/models? Is there any progress perhaps? Will it even be possible this year or its something we won't be able to do because of some limitation or something? thanks
anyone know how?Anyone know which value is for tyre wear and tyre heating in the vtf?
I remember that the _s version of the helmet sometimes caused some problems with this in 2016This has probably been answered somewhere before but I'll ask anyway - in my career, when replacing a helmet for a different driver (eg I put Leclerc's helmet over Raikkonen's), it comes out all blurry when I look at it in flashback. If I drive as Leclerc in a Grand Prix it's fine, but in my career driving as my driver it isn't. Not quite sure why this is, but it's very annoying and unsettling for my eyes when I'm flicking through cars in a flashback eg to see why someone's retired or where everyone is on track. I used the same method as 2016 to install the helmets. (import texture > import the helmet > save it over the correct mipmaps file, in this case kimi_raikkonen_helmet_d.tga I believe > done.) Am I doing anything wrong or is it just part of this games annoying unmoddableness.
Hmm... I did import a stock _s file with a standard colouring for the helmets, so that could be it... I am using a 2016 version of the helmet finishes mod, is there a 2017 version, as that may be the issue?I remember that the _s version of the helmet sometimes caused some problems with this in 2016
Well, the good thing is, there's not much annoying unmoddableness left thankfully. A lot of stuff is now possible or in the process of being found out.This has probably been answered somewhere before but I'll ask anyway - in my career, when replacing a helmet for a different driver (eg I put Leclerc's helmet over Raikkonen's), it comes out all blurry when I look at it in flashback. If I drive as Leclerc in a Grand Prix it's fine, but in my career driving as my driver it isn't. Not quite sure why this is, but it's very annoying and unsettling for my eyes when I'm flicking through cars in a flashback eg to see why someone's retired or where everyone is on track. I used the same method as 2016 to install the helmets. (import texture > import the helmet > save it over the correct mipmaps file, in this case kimi_raikkonen_helmet_d.tga I believe > done.) Am I doing anything wrong or is it just part of this games annoying unmoddableness.
Well, the good thing is, there's not much annoying unmoddableness left thankfully. A lot of stuff is now possible or in the process of being found out.
As for the helmet, this seems to be a mipmap-problem. Either it's not imported into the .erp correctly (question 1; which version of EAA do you use? The newest version seems to work best), or the .dds could be saved/exported with the wrong .dds-settings (question 2; what settings did you use for exporting? if you're using Nvidia, try the Intel one, and vice versa).
If you open up the .erp in the archiver and click on the texture in question, in the bottom it will tell you the amount of mipmaps and other info about that specific texture. Could you check/have you checked there to see if your texture is displaying the same info as the stock textures?
open the texture with photoshop and export it without mipmaps, it worked for meThis has probably been answered somewhere before but I'll ask anyway - in my career, when replacing a helmet for a different driver (eg I put Leclerc's helmet over Raikkonen's), it comes out all blurry when I look at it in flashback. If I drive as Leclerc in a Grand Prix it's fine, but in my career driving as my driver it isn't. Not quite sure why this is, but it's very annoying and unsettling for my eyes when I'm flicking through cars in a flashback eg to see why someone's retired or where everyone is on track. I used the same method as 2016 to install the helmets. (import texture > import the helmet > save it over the correct mipmaps file, in this case kimi_raikkonen_helmet_d.tga I believe > done.) Am I doing anything wrong or is it just part of this games annoying unmoddableness.
Use EEA 6.11. I use EEA 4.4. Not sure if it's the most recent version, but last I checked there wasn't one out for F1 2017 yet.
2. What do you mean? How I export is opening incardriver.erp, finding the file I want, clicking export, going to the folder I want to export it into, clicking save, finding the mipmaps file for the file in the file I want in the F1 2017/character_package/drivers/male, and then clicking open. Then the file is exported. Although I can only export Grosjean and Hamilton's helmets (presumably they're the only unchanged ones. I imagine I would be able to on the updated version of EEA if it's out). If you meant importing, then I literally do the same method but with importing
If what you're referring to is using the Noesis thing, then that doesn't work for me on this game for whatever reason (probably because I haven't updated it).
Interesting your last paragraph though. Each _d I've imported myself has 8 mips, whereas each _d file that's unchanged has 6. And each _s I've imported has 6 mips, and each _s file that's unchanged has 4. That's most likely what the issue is, so how would I resolve this?
Ah, well there you go... The newest ERP Archiver is 6.1, which has been out for a couple of weeks I think. If you get that, I think that might even resolve all of the issues you're having!1. I use EEA 4.4. Not sure if it's the most recent version, but last I checked there wasn't one out for F1 2017 yet.
2. What do you mean? How I export is opening incardriver.erp, finding the file I want, clicking export, going to the folder I want to export it into, clicking save, finding the mipmaps file for the file in the file I want in the F1 2017/character_package/drivers/male, and then clicking open. Then the file is exported. Although I can only export Grosjean and Hamilton's helmets (presumably they're the only unchanged ones. I imagine I would be able to on the updated version of EEA if it's out). If you meant importing, then I literally do the same method but with importing
If what you're referring to is using the Noesis thing, then that doesn't work for me on this game for whatever reason (probably because I haven't updated it).
Interesting your last paragraph though. Each _d I've imported myself has 8 mips, whereas each _d file that's unchanged has 6. And each _s I've imported has 6 mips, and each _s file that's unchanged has 4. That's most likely what the issue is, so how would I resolve this?
You can't. The only way to get transparent elements on your helmet is to edit the .xml-file in incardriver.erp to give you a model one of the AI use.Can anyone tell me, how I can make the winglets on my helmet transparent? Marcus Ericsson for example has these transparent winglets. but as we can not have a alpha channel in dds files, how can I do it?