F1 2020 Modding Questions Thread

What colors correlate to matte, shiny and chrome in the shader file? Especially looking for chrome and matte.
I am also interested in the answer to this question. I know it has to do with the colors used in the SFC file(s file). I has something to do with the black and white levels of the color you are turning into chrome. It had changed when the Intelworks file writer was introduced for 2019. Anyone familiar with SFC files?
 
Hi,

I'm wondering if anyone is working something that can open the database.bin file? I know previously there's been the Ego Database Editor (EDE), which appears to have last updated for F1 2013 (with a separate XML schema file to enable it to work with F1 2014).

I'm guessing it needs a XML schema in order to convert the .bin file to XML so the EDE program can process it; that may be all it needs.

Has anyone had a look at it?
 
I have tried to install 2 different liveries onto the racenet car in MyTeam but neither of them shows up in-game, just a badly rendered racenet car. One was through Ego ERP and the other was drag and drop. Am I missing something? Should I be playing with steam in offline mode or something?
 
Hey guys, I really would like to create my own skin for the my team mode. How do I edit a skin (is there a template, or something?) and how is the process to import into the game? would also like to be able to edit suits and helmets.
 
Is it possible to eventually not replace drivers but add drivers to the free agents list, alonso, rosberg, all in f2, some in f3
No, not possible for now. I'm actually struggling to think of a way to replace them in the first place, but adding/deleting ain't doable at the moment. Sorry :(
 
My last F1 game before this was F1 2016 where we had like 40 customizable helmet templates in the character_package folder. Where are they on F1 2020? Are we not able to implement custom helmets into the game and replace the driver helmets with them???
 
hi guys... were wondering: are possibely, with chassis swap, the skins with my team, usable with other teams? As personally I use my own team (will, for S1 a partnership with BMW lol) would like to see other brands join F1 (idk, like bmw m skin)
 
What do you guys think of the chances to ever change driver stats or influence driver transfers in career or myteam-mode? With the fact that drivers now have stats for pace etc I would think there must be a possibility to change these in the database or the savegame or something.
 
What do you guys think of the chances to ever change driver stats or influence driver transfers in career or myteam-mode? With the fact that drivers now have stats for pace etc I would think there must be a possibility to change these in the database or the savegame or something.
I'd say quite low chance of that happening. Database file has been similar since 2015 and hasn't been cracked, I find that unlikely to change any time soon. Savegame editing could be plausible but unlikely for now.

Maybe you could cheat engine things and the game would save them in the save game, but trying to edit values like 89 (for example) is so difficult with cheat engine due to how common that number is.
 
Thanks for your answer. Was expecting something like this. Sadly this means I will probably loose interest in the game the moment these super stupid unrealistic driver transfers happen to me or something similiar. Well. Lets enjoy it while I can :O_o:
 
Guys in the /character package/drivers/male/... if you open some driver's folder, there are two erps - for example lewis_hamilton.erp and lewis_hamilton_helmet.erp and they both have identical textures inside them. Does anyone knows why is it like that and if you need to change everything in both the erps in order for mods to work properly? (helmets, suits, gloves etc).
Because its behaving weirdly, i dont remember having two driver erps in older games.
If i for example import new helmet texture in one of the erps, overwrite the mipmaps, then it causes problem in the same texture in the second erp sometimes. thanks
 
Is it possible to have multible livery mods for My-Team activated on the same time or will the game just crash then?
Assuming you mean using DIFFERENT livery slots, you can use multiple custom ones. You can't fully override the same livery slot with different liveries depending on the engine manufacturer because they all pull from the same mipmaps files.
 
Guys in the /character package/drivers/male/... if you open some driver's folder, there are two erps - for example lewis_hamilton.erp and lewis_hamilton_helmet.erp and they both have identical textures inside them. Does anyone knows why is it like that and if you need to change everything in both the erps in order for mods to work properly? (helmets, suits, gloves etc).
Because its behaving weirdly, i dont remember having two driver erps in older games.
If i for example import new helmet texture in one of the erps, overwrite the mipmaps, then it causes problem in the same texture in the second erp sometimes. thanks
I assume it's for performance optimization and one is used in menus and one while in-car. Last year's game did have two, one under frontend and one under incardriver, they've simply changed the locations but idk for sure.
 
What colors correlate to matte, shiny and chrome in the shader file? Especially looking for chrome and matte.
I am also interested in the answer to this question. I know it has to do with the colors used in the SFC file(s file). I has something to do with the black and white levels of the color you are turning into chrome. It had changed when the Intelworks file writer was introduced for 2019. Anyone familiar with SFC files?
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.
 
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