F1 2020 Modding Questions Thread

Guys, I need yall help. I have been trying to do my own skin, but I have been struggling with Ego Archiver. At this point, it's a minimap problem. For some weird reason, the program say that doesn't match even though I just saved the file.

If I close the application (Ego) and open again, the texture I imported won't load and whatever texture was in before will get blurry.

I saw that setting the game folder as a Directory would be a solution, but hasn't change anything at all here. Actually, it was pretty much the first thing I did. Any help, please?
 
Guys, I need yall help. I have been trying to do my own skin, but I have been struggling with Ego Archiver. At this point, it's a minimap problem. For some weird reason, the program say that doesn't match even though I just saved the file.

If I close the application (Ego) and open again, the texture I imported won't load and whatever texture was in before will get blurry.

I saw that setting the game folder as a Directory would be a solution, but hasn't change anything at all here. Actually, it was pretty much the first thing I did. Any help, please?
I had that one too, but for me sometimes it works, sometimes it doesn't. But it's really difficiult to explain this in words, please send some screenshots in a private message to me, maybe I'm able to help you
 
Red = Glossy
Green = Matte
Blue = Chrome

Mix and match for in-between effects. Like a satin/metallic look would be orange (255,128,0 RGB values).

Also, it seems to be that the order for livery files to be applied to the car is:

_s
_m
_d
====
car

I believe 'Black' on the _m file will make it transparent and show a diffuse if you have one, but I haven't tested it fully myself yet.

If you want to make your own _m livery file, I believe the Red (255,0,0) is primary color, yellow (255,255,0) is secondary, magenta/white (255,255,255 or 255,0,255) is tertiary, and use the alpha channel for quaternary. This is what I've gathered from messing with Codemasters' liveries in-game so far.

Combining the _m and _d files may be a way to get a double-diffuse map that someone mentioned earlier in the thread.
Thanks a lot. What does the _M file do? I don't really get the diffuse stuff.
 
Guys, I need yall help. I have been trying to do my own skin, but I have been struggling with Ego Archiver. At this point, it's a minimap problem. For some weird reason, the program say that doesn't match even though I just saved the file.

If I close the application (Ego) and open again, the texture I imported won't load and whatever texture was in before will get blurry.

I saw that setting the game folder as a Directory would be a solution, but hasn't change anything at all here. Actually, it was pretty much the first thing I did. Any help, please?

some pictures if anyone else can also help me with this

 
Thanks a lot. What does the _M file do? I don't really get the diffuse stuff.
the _d is the Diffuse map. A Diffuse map is the most common kind of texture map. It defines the color and pattern of the object. Mapping the diffuse color is like painting an image on the surface of the object. For example, if you want a wall to be made out of brick, you can choose an image file with a photograph of bricks. The Racenet livery is done with a diffuse map, and the galaxy livery is done with a diffuse map as well.

The _m file (I don't know the term for it) is the color masking that allows you to adjust the livery colors in-game. You can combine them: There's a livery file - Legendary_19 - that is a 60s-era F1 car drawn on the side of the modern car and the engine area is a diffuse map that shows through and the 'body' is done with the _m file so you can change its color. If you're using both in a livery, make sure you 'black out' in the _m file what you DON'T want to change colors in the _d file when the livery is customized in-game.
 
the _d is the Diffuse map. A Diffuse map is the most common kind of texture map. It defines the color and pattern of the object. Mapping the diffuse color is like painting an image on the surface of the object. For example, if you want a wall to be made out of brick, you can choose an image file with a photograph of bricks. The Racenet livery is done with a diffuse map, and the galaxy livery is done with a diffuse map as well.

The _m file (I don't know the term for it) is the color masking that allows you to adjust the livery colors in-game. You can combine them: There's a livery file - Legendary_19 - that is a 60s-era F1 car drawn on the side of the modern car and the engine area is a diffuse map that shows through and the 'body' is done with the _m file so you can change its color. If you're using both in a livery, make sure you 'black out' in the _m file what you DON'T want to change colors in the _d file when the livery is customized in-game.
Thanks, so basically if you don't want a mask to black out the livery you use a _M file that is transparent? I was editing the Cosmos livery and had the issue where half of it was blackend. Gues that was the issue.
 
Thanks, so basically if you don't want a mask to black out the livery you use a _M file that is transparent? I was editing the Cosmos livery and had the issue where half of it was blackend. Gues that was the issue.
So if you use Black in the Mask map (_m file), it is read as being transparent and will not cover the diffuse map. The cosmos livery Mask map uses red to 'black out' the livery in-game. You can't edit the colors for the Cosmos livery in-game and it defaults the primary color to black. So since red in the Mask map is the primary color slot, anything that is red in the Mask map will be black in-game for the Cosmos livery. Here's what the mask file for the Cosmos livery looks like when editing. In-game, it translates to the diffuse map (the star/galaxy imagery) showing through everywhere that is black.

You can't do it as transparent because I believe it treats the alpha channel as the 4th color in livery customization.

cosmos_mask.png
 
Anyone have any idea, why this

tuf7i7lsetc51.png


comes out like this

liveryehh.jpg


Is it because of the _s file?

The turquoise color and the gradiant don't really look right.

Thanks for any help!
 
Okay so i modded some stuff before but im just now trying to do f1 liveries and stuff, im going trough this thread and looking for useful info about where to replace which texture and etc. Is it possible for some of you guys that know what they re doing to post a full written tutorial, step by step, for example how to make your livery to replace the racenet one, to name all the .erp files i need to import that custom texture in, possible mipmaps issues etc. Im struggling to make it work and some nice tutorial would make it a lot easier for everyone to get going with this. I know im maybe asking for much but it would be really appreciated, video is not needed, just a text if someone has free time to do it. Thanks in advance :)

Also, if such thing already exists, please link it to me, cheers !
 
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Hello, how do I have to save the texture in photoshop to implant in the ego?View attachment 391999

I did my design but when I import and open the game it just has the standard livery out of focus, it doesn't carry my

Sounds like the same error I get, which seems to be a mipmaps problem. I bet if you go back to the files they are gonna say that they dont match, right?

I'm trying to come up with a solution, but not a lot of success so far.. anyone more experiencied out there?
 
Hey guys, how can I edit the other side of the car if I want symetry? Let's say I put a big Panasonic logo on the right side of the car, how can I do it in the exact same place at the left side? Thanks!
 
Hey guys, how can I edit the other side of the car if I want symetry? Let's say I put a big Panasonic logo on the right side of the car, how can I do it in the exact same place at the left side? Thanks!

assuming you are working with photoshop, you just copy the layer to the other side and put it upside down on the other side.
 
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