Modding Questions Thread

3DSimed, 3DS Max, Cinema 4D, Blender to name but a few.

ML2166,

So I opened up Blender and it's like a foreign language....is there a cliff notes on how to render the car (including "materials") to avoid having to load the game every time?

I can get the .obj from your 3D models in (thanks again), but what else do I have to import?
Are you essentially defining materials in the 3D rendering program on your own to simulate a realistic rendering (similar but not identical to the game) or is it easier than that and I'm not getting it b/c I have no idea what I'm doing? :)

Could it be importing the .obj, applying the pssg file as a texture and using the "materials.xml" file somehow?

Is there a way to render from Photoshop?

If it's too complicated no worries.
 
Firstly sorry for my english. It is not so good but i learn every day more. I hope you're not too hard on me!:whistling:

I've used my own 2013 Season-Mod. My problem is that, the Team garages are in order of 2013, the engineers in front of the team-boxes are in correct order too, but the only problem that i have, the Monitors-Stand is not match with the Team.

I've found that it could change in tracks/circuit/melburne (as example)/patchup_ot.
There are the files for every team that called (for McLaren a.e.) pitch_perch_mclaren_a_01_a.tga, ....d.tga, ....s.tga.
If i change the files for McL with the files from Ferrari it will work, but....there is a problem.
Look at the picture. Screenshot9961.jpg

I think i must change the complete Stand-strukture, but i dont know how.
Maybe it's interesting for other Mods like 2006 or 1997.

I read in Modding Question Thread it was asked for solutions. I think this is a step forward, but i looking for help.
So it would be great if somebody can give help or comments.

@ Moderators : Please move this, if this isn't the right thread.

Merged into correct thread - mod
 
I don't think you can change the order of the pitstands. Each team has a different shaped pitstand - just like in real life. The order of pitstands in F1 2012 tracks is incorrect. I *think* it's in 2011 team order.

By changing your game to true 2013 team order I believe that all that happens is that the uniforms of team members on pitstands change. Given that the pitstands themselves stay in 2011 team order, this causes a problem.

I have changed my pitstand team uniforms file so that by using 2013 team order, the correct team uniforms are at least on the correct pitstand. But, the pistands are still in 2011 team order so your team's pitstand is not necessarily outside of your garage. It's a compromise, but at least the williams guys are on the williams pitstand for example.

You could repaint the pitstand textures so 2013 team order is achieved. By this I mean actually re-paint and NOT just rename texture files. This would mean the pitstand shape wouldn't necessarily be true to life for that team, but at least it'll be outside their garage.
 
As a quick soloution why not just paint the pitstands in a generic colour for that particular team, but heve the correct uniforms?
 
Firstly sorry for my english. It is not so good but i learn every day more. I hope you're not too hard on me!:whistling:

I've used my own 2013 Season-Mod. My problem is that, the Team garages are in order of 2013, the engineers in front of the team-boxes are in correct order too, but the only problem that i have, the Monitors-Stand is not match with the Team.

I've found that it could change in tracks/circuit/melburne (as example)/patchup_ot.
There are the files for every team that called (for McLaren a.e.) pitch_perch_mclaren_a_01_a.tga, ....d.tga, ....s.tga.
If i change the files for McL with the files from Ferrari it will work, but....there is a problem.
Look at the picture. View attachment 36704

I think i must change the complete Stand-strukture, but i dont know how.
Maybe it's interesting for other Mods like 2006 or 1997.

I read in Modding Question Thread it was asked for solutions. I think this is a step forward, but i looking for help.
So it would be great if somebody can give help or comments.

@ Moderators : Please move this, if this isn't the right thread.

A question about your image:

How do you make to see the cars in your monitor? I don't know this could be possible...

Thanks in advance for answer!
 
A question about your image:

How do you make to see the cars in your monitor? I don't know this could be possible...

Thanks in advance for answer!
Go to fronted-folder / b_car_monitor_"track" , open with RPE and change with picture you want.;)
( It's only a picture, not live-stream)
 
Kartik Sri Harsha Not sure the row, but the name of the field is called power.

When you open the power float-list editor, you'll see a bunch of values. Copy all values from entry 0, down to the end, and paste it in your favorite "excel/spreadsheet" editor. The column on the left is revolutions in radians per second, and the value on right is power in watts. So this makes points on a graphs of Power vs Revs. You can go online and search for the conversion between Watts and HorsePower, and also between Radians Per Second, and Revolutions Per Minute if this is what you'd like to work with better.

Now you just need the edit the power points on the graph to your liking, and of course make sure if you changed the units while editing to put them back to watts.
 
Hi guys.
Does anyone know which values to edit in the cameras.xml file to make the cockpit camera look to the apex when turning?

Cheers!
 
Capture.JPG
I think this has been discussed somewhat here:
http://community.codemasters.com/t5...s-how-F1-2012-s-AI-works-long-read/td-p/86048

Demy van Zoggel I'm going to tag you here because you're a pro at working with the AI.
In the image you'll see the results of a quick qualifying session at Melbourne.
Mods installed:
Demy's Realism Mod with personal track difficulty_levels and my corrected ai_driver table found here:
http://www.racedepartment.com/forum/threads/database-for-mr-pibbs-2013-mod.66176/
Competitive Braking Mod
Mr. Pibb's 2013 Mod

My issue is this:
If I run qualifying at full fast forward until there's 5:00 minutes left in the session, the AI acts as it should more or less. People you'd expect in front are in front, and people you'd expect in back are in back. Exceptions here would be Hamilton and Perez sometimes. Anyway...

At 5:00 minutes I go out on a flying lap from the garage and do 2 or 3 laps until I get a good time or the session is over. During this time, the results in the image happened (I'm driving as Perez). Some back markers who were circulating "close" to me on the track jumped up as they seemingly based their performance off of my speed. In the image, from Alonso down is where the CPU would have kept the drivers if I continued to fast forward through the remaining 5:00 minutes of the session and never did a qualifying lap (aka just let the CPU crunch the numbers).

To go further, I've done this process a few times with the same results. Not always back markers jumping to the top, but its always the cars that are "close" to me, whoever they may be. Even Chilton and Van der Garde have topped the charts sometimes...other times Gutierrez jumps up, or Vettel. So...I say screw it and run the race anyway. After the first lap chaos subdues the drivers around me all stay roughly right around me. The guy in first usually increases the lead a bit unless I run mix 3, and the 1 or 3 people behind me keep up with me fairly well. Now if there's cars beyond this "bubble" they either drive away from me into the distance (if they're ahead of me), or they fall back at an alarming rate. To the point where most of my 25 and 50% races wind up with me and 1 other driver fighting for the win, someone else maybe 2-6 seconds behind us, then a large gap, and then a mass of cars all within a few seconds of each other (these would be the cars outside of the "bubble" driving behind me since I'm running up front).

So my question is this:
Is there a way to remove this "bubble" concept mentioned in the forum at codemasters.com? I feel if this can be accomplished it would be far easier to adjust the performance of the AI as the AI would act far more consistently. In other words, is there a way to turn off the AI's ability to recognize the performance of the player? Or decrease/increase the "bubble" size so either no one is in the bubble, or everyone is in the bubble.

Theoretically this would allow a player to fine tune the performance of the AI per track in far more detail using the track_difficulties table in the database file, as well as CTF files for each track. Let's say I manage to turn off the AI/Player performance scaling, I start destroying the competition at Melbourne. I then change Melbourne's track_difficulty level from .93 (what I have now) to 1 ....I go race and I'm STILL destroying them. Now I can edit the CTF files for Melbourne to give the AI exactly the performance levels I want. But at least I'm getting consistent results while testing rather than mucking things up just by driving out onto the track.


Your thoughts are greatly appreciated!
 

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