Daiman Patel
rFactor 2 Technical Assistant
Thank you for you proposal. However we shall assess the situation with the DX11 upgrade before mandating all teams to submit updated skin files. The problem that we have is what if a team does not submit new files, or apply the albedo map correctly? Given that each team has already submitted a skin for the championship I do not believe it would be fair to issue a suspension simply because an updated skin is not provided. And some teams may still decide to continue using DX9, therefore it would be difficult for them to verify that their skin files have been suitably updated for DX11 without submitting them. Checking each of the new and updated skins, processing all of the recently submitted files, and updating all of the relevant team information, before creating a custom car / skin pack is already a labour intensive task. Rejecting a skin because it has an incorrect albedo map could subsequently result in a significant amount of wasted time as I will need to attempt to contact teams, ask them to make appropriate amendments, and retest the skin once it has been resubmitted.I agree completely one week is not sufficient for all teams and organization to adapt.
For round 3 I would propose that all teams have to supply (if they haven't met the requirements already) skins that doesn't glow when put in game. If it glows the skin can be simply rejected and to race the team must provide something respecting albedo rules.
I have two possible solutions. The first is to update all of the files in the template pack to include the layers that will form the albedo map, based on the instructions provided by Studio 397 in their Guidelines for artists help article. These layers can simply be copied by teams into their own skin files, and positioned appropriate in the layers list, before the skin is exported to a .dds file. Alternatively (I'm not sure if this is possible, so it would be helpful if @Gijs van Elderen could maybe shed some light on this) I can ask teams to hide or not include the albedo map when they export their skin to a .dds file, and I could do it instead (apply the required layers as a batch process) once the files have been submitted. The former will require a day or two of work, to update all of the template files, but does not guarantee that a team will update their skin. Meanwhile the latter will require quite a bit of experimentation, but if it works my guess is that it will be the preferred solution. Once Round 2 is over I shall start looking into both solutions, starting with the latter, and if this does not work then I shall switch to the former.