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Deleted member 408599
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Deleted member 408599
Hi. Is there any guide or tutorial, to know in which format to save DDS files? For example this one: "lotus_wheel_d.tif.dds".
The suggested minimum format of the file is listed in EEA. i.e. `DXT1, sRGB, BC1` color. I personally usually use `BC7, sRGB, DX11+`Hi. Is there any guide or tutorial, to know in which format to save DDS files? For example this one: "lotus_wheel_d.tif.dds".
Which driver's race suit are you replacing?Hey guys! Im relatively new to modding and im facing an issue. Im watching tutorials to try and edit race suits and use them in MyTeam, but when I open the game, the suits I edit are completely white. Im guessing it is because of the .assetgroup files. All the tutorials show only .erp files so I imagine the former where introduced in a recent update or something to prevent modding (??. Anyway, I hope I was clear enough. Thanks in advance!
I replaced russel's, ricciardo's and aarava'sWhich driver's race suit are you replacing?
My team standard *Hi! Is there a way to put driver suit normal file into modular mods? It uses the my standard. I wish to switch to an Alpinestars template. There is not a slot for n file in the modular mods folder
What settings do y'all use to export sponsor textures? I'm trying to edit a Mercedes chassis texture. I added an alpha layer and exported with Color + Alpha texture type and BC7 linear DX11+ compression, but the texture still came out wrong. What do I need to change? (Sorry for the quality)View attachment 556393
Those were the settings I used and the sponsors still came out weird
Then it might not be your settings and have more to do with your alpha channel. Can you send an image of the decal file and alpha channel?Those were the settings I used and the sponsors still came out weird
These images are very low quality and as a result I can't create a clean alpha from your decal file and show you how it should really look. Either the `alpha` you are using is just a grayscale version of your `decal` file, which is not correct. You also have the remanence of some of the Mercedes decals in your decal file which are not in the alpha channel at all.Sure, here's both of them: View attachment 556681View attachment 556682
I am guessing this is most likely either a `mip maps` or a file format issue.I made a very simple livery for my 2021 My Team Carrer mode and when I saved it it looked ok, when I put it into the game using ego erp archiver it looked ok, but when I choose it in game, it is very blurred and glitched. Anybody possibly experienced this before and know how to fix it? I have already confirmed that the files are in the fom_car ERP file and all of the engine supplier ERP files. Photo is attached. Thanks!
Edit: I added a second picture to show what it should look like from about the same angle
1. Game Directory in EEA: C:\Program Files (x86)\Steam\steamapps\common\F1 2021I am guessing this is most likely either a `mip maps` or a file format issue.
1. Did you set the game directory correctly in EEA before you exported the livery files?
2. What export settings are you using to create the `.dds` livery file? BC#?, Linear or sRGB? DX11+?
3. Have you replaced the livery in the `fom.erp` and all engine manufacturer `.erp` files?
Your export settings should be:1. Game Directory in EEA: C:\Program Files (x86)\Steam\steamapps\common\F1 2021
2. Export settings are as follows: Texture Type: Color + Alpha. Compression: BC7 8bpp Fine (sRGB, DX11+). Mip Maps: Auto Generate
3. Yes, I have done this multiple times already for all engine suppliers and the fom.erp
I changed it too those settings and nothing changed except for the fact that when I import the dds into EEA it now looks like the cursed version instead of what I made in photoshopYour export settings should be:
Type: `Color`
Compressoin: `BC7 8bpp Fine (sRGB, DX11+)`
Mip Maps: `Auto Generate`