Updating Tire Compound's Views to RFE Plugin Series – “How to” advices The intention of this tutorial is giving practical basic advices to quickly update the mod to show the tread of a “new” compound using RFE Plugin Series or stand alone using the RFETires Model Component only and it can be followed like a quick guide to perform better results. It is highly probable this “basic” tutorial will be updated several times in the near future due to the variations and new features that will be available in developing RFE Plugin Series; take in mind that RFE Plugin Series is an evolving project! To be able to follow the changes, please review the version of this tutorial on the document’s footer section and/or the specific session of the RFE forum. It is also very important understanding that making the following changes will not damage in any case the mod; it can be used with confidence running rFactor without RFE Plugin Series as well as with the Plugins, enhancing rFactor itself. Here we do not go into highly technical details but we show step by step how to update a compound's view. First important point is: we can add new compound's views to the mod, but we must manage gmt(s) and dds(s) files that are parts of the car. Anyone can technically update it, but we highly recommend to have in advance the authorization by the author(s) of the mod. NOTE: this tutorial is intended as an integration of the RFE Mod Basic Tutorial. Which files must we add? all .GMT files related to each tire the .DDS files of the tread Which files must we update? the .GEN file of the mod all vehicle’s .VEH files of the mod Updating Tires Compounds View to RFE Plugin Series page 1 of 11 November 17th, 2012 version 1.6 Step One: analyzing the .GEN file Since there are several different ways to place and structure the .GMT files into the instances of the tires, we have to follow the one chosen by the author of the mod. Here we cannot document any of them, so we show one of the most used. First of all we have to localize the instances related to the tires and they are usually shown as: //////////////////////////////////////////TIRES/////////////////////////////////////////////// /////////////////////////LEFT FRONT TIRE AND SPINDLE/////////////////////////////// Instance=LFTIRE { Moveable=True MeshFile=FR_LFTIRE.gmt CollTarget=true HATTarget=False ShadowCaster=(True, Solid, 128, 128) LODIn=(0.00) LODOut=(10.0) ShadowReceiver=True MeshFile=FR_LFTIRE_MED.gmt CollTarget=true HATTarget=False ShadowCaster=(True, Solid, 128, 128) LODIn=(10.00) LODOut=(30.0) ShadowReceiver=True MeshFile=FR_LFTIRE_LOW.gmt CollTarget=true HATTarget=False ShadowCaster=(True, Solid, 128, 128) LODIn=(30.00) LODOut=(500.0) } Instance=LFSPINDLE { Moveable=True MeshFile=FR_LFSPINDLE.gmt LODIn=(0.00) LODOut=(50.0) } CollTarget=False HATTarget=False ShadowCaster=False /////////////////////////////////RIGHT FRONT TIRE AND SPINDLE/////////////////////////////// Instance=RFTIRE { Moveable=True MeshFile=FR_RFTIRE.gmt CollTarget=true HATTarget=False ShadowCaster=(True, Solid, 128, 128) LODIn=(0.00) LODOut=(10.0) ShadowReceiver=True MeshFile=FR_RFTIRE_MED.gmt CollTarget=true HATTarget=False ShadowCaster=(True, Solid, 128, 128) LODIn=(10.00) LODOut=(30.0) ShadowReceiver=True MeshFile=FR_RFTIRE_LOW.gmt CollTarget=true HATTarget=False ShadowCaster=(True, Solid, 128, 128) LODIn=(30.00) LODOut=(500.0) } Instance=RFSPINDLE { Moveable=True MeshFile=FR_RFSPINDLE.gmt LODIn=(0.00) LODOut=(50.0) } CollTarget=False HATTarget=False ShadowCaster=False /////////////////////////////////LEFT REAR TIRE////////////////////////////////////// Instance=LRTIRE { Moveable=True MeshFile=FR_LRTIRE.gmt CollTarget=true HATTarget=False ShadowCaster=(True, Solid, 128, Updating Tires Compounds View to RFE Plugin Series page 2 of 11 November 17th, 2012 version 1.6 128) LODIn=(0.00) LODOut=(10.0) ShadowReceiver=True MeshFile=FR_LRTIRE_MED.gmt CollTarget=true HATTarget=False ShadowCaster=(True, Solid, 128, 128) LODIn=(10.00) LODOut=(30.0) ShadowReceiver=True MeshFile=FR_LRTIRE_LOW.gmt CollTarget=true HATTarget=False ShadowCaster=(True, Solid, 128, 128) LODIn=(30.00) LODOut=(500.0) } Instance=LRSPINDLE { Moveable=True MeshFile=FR_LRSPINDLE.gmt LODIn=(0.00) LODOut=(50.0) } CollTarget=False HATTarget=False ShadowCaster=False /////////////////////////////////RIGHT REAR TIRE/////////////////////////////////////////// Instance=RRTIRE { Moveable=True MeshFile=FR_RRTIRE.gmt CollTarget=true HATTarget=False ShadowCaster=(True, Solid, 128, 128) LODIn=(0.00) LODOut=(10.0) ShadowReceiver=True MeshFile=FR_RRTIRE_MED.gmt CollTarget=true HATTarget=False ShadowCaster=(True, Solid, 128, 128) LODIn=(10.00) LODOut=(30.0) ShadowReceiver=True MeshFile=FR_RRTIRE_LOW.gmt CollTarget=true HATTarget=False ShadowCaster=(True, Solid, 128, 128) LODIn=(30.00) LODOut=(500.0) } Instance=RRSPINDLE { Moveable=True MeshFile=FR_RRSPINDLE.gmt LODIn=(0.00) LODOut=(50.0) } CollTarget=False HATTarget=False ShadowCaster=False Now we know that the .GMT files that are showing the tires (the ones in bold) are named “FR_xxTIRE_yy.GMT” where xx = LF / RF / LR / RR to identify the tire itself and, in case yy = MED / LOW to identify the resolution of the file itself. This mod uses 3 .GMT files for the compound of the 4 tires = 12 .GMT files. Assuming that we want to follow the same way of the author of the mod, now we know that we'll must create the same numbers of .GMT files for any new compound. Step Two: creating the .GMT files first of all, we must extract the .GMT files we have identified from the mas file of the mod then we must duplicate and rename those 12 .GMT files adding the abbreviation of the compound we want to add to the mod, like “INT” for Intermediate and “WET” for Wet Compound. E.g. : “FR_LFTIRE_WET.GMT” we must also extract the textures of the original compound to understand how the author created them. Also here there are several possibilities, like Updating Tires Compounds View to RFE Plugin Series page 3 of 11 November 17th, 2012 version 1.6 the use of the diffuse shader only or the diffuse + specular + bump + cube maps and/or the use of the animation event. According to the author's choice we have to manage few files only or several ones. Please note: the feature of showing more than one compound can work also if we create an easier .GMT structure for the new compounds, so it is not mandatory to create the most complex level of shader. now we must create the texture(s) of the tread for the new compounds. Textures are saved as .DDS files and can be few or several depending the author's choice in the original mod. Assuming also here, that we want to replicate the same structure, we must create the same number of textures for diffuse, specular, bump, cube map if present and save them exporting as .DDS format. To manage .DDS we need the plugin released by NVIDIA for photo-editing software... obviously these .DDS files will show the new tread we have chosen to create! is now time to load the new .DDS files into the .GMT files that we have duplicated and renamed in advance. To perform this action we suggest to use the 3DSimEd software by Dave Noonan. it is very important to change the name of the “material name” according to the new tread used like “treadw” for wet compound and so on. Also to perform this action we suggest to use the 3DSimEd software by Dave Noonan. last action is to add the new .DDS and .GMT files to the original .MAS file of the mod. Step Three: changes to the .GEN file We have now to add the new lines that will identify the new .GMT files paying attention to few key points: the MeshFile(s) on the new compound(s) must be written at the bottom of all original ones for each tire we must changes the value of LODIn for each new .GMT files to 10000 leaving the LODOut value like the corresponding original .GMT file other values must be unchanged Here an example that shows the Left Tire ready for the RFETire Model Component: MeshFile=FR_LFTIRE.gmt CollTarget=true HATTarget=False ShadowCaster=(True, Solid, 128, 128) LODIn=(0.00) LODOut=(10.0) ShadowReceiver=True MeshFile=FR_LFTIRE_MED.gmt CollTarget=true HATTarget=False ShadowCaster=(True, Solid, 128, 128) LODIn=(10.00) LODOut=(30.0) ShadowReceiver=True MeshFile=FR_LFTIRE_LOW.gmt CollTarget=true HATTarget=False ShadowCaster=(True, Solid, 128, 128) LODIn=(30.00) LODOut=(500.0) MeshFile=FR_LFTIRE_WET.gmt CollTarget=true HATTarget=False ShadowCaster=(True, Solid, 128, 128) LODIn=(10000.00) LODOut=(10.0) ShadowReceiver=True MeshFile=FR_LFTIRE_WET_MED.gmt CollTarget=true HATTarget=False ShadowCaster=(True, Solid, 128, 128) LODIn=(10000.00) LODOut=(30.0) ShadowReceiver=True Updating Tires Compounds View to RFE Plugin Series page 4 of 11 November 17th, 2012 version 1.6 MeshFile=FR_LFTIRE_WET_LOW.gmt CollTarget=true HATTarget=False ShadowCaster=(True, Solid, 128, 128) LODIn=(10000.00) LODOut=(500.0) IMPORTANT NOTE: due to the structure of the plugin it is very important that the “MeshFile(s)” related to the tires MUST BE THE VERY FIRST ONES into their Instance and that the new ones must follow the original ones. If other MeshFile(s) is/are loaded into the same instance, they must go below the tires! See the following example, where “disc” is below “tire” Instance=LFTIRE { Moveable=True MeshFile=FBMW_tr_lf_a.gmt CollTarget=False HATTarget=False ShadowCaster=(True, Solid, 128, 128) LODIn=(0.00) LODOut=(350.00) ShadowReceiver=True MeshFile=FBMW_tr_lfw_a.gmt CollTarget=False HATTarget=False ShadowCaster=(True, Solid, 128, 128) LODIn=(10000.0) LODOut=(350.0) ShadowReceiver=True MeshFile=fbmw_lf_bdisc_a.gmt LODOut=(50.00) ShadowReceiver=True } CollTarget=False HATTarget=False LODIn=(0.0) In case of more than one .GEN file into the mod folder, we must identify which one is used on track and we need to modify only that file. Sometimes we can find a “modname.GEN” + a “modnameupgrade.GEN” + a “modnamespinner.GEN” files: in this case the file to be updated is the first one. Other times we can find a “modnameupgrade.GEN” + a “modnamespinner.GEN” files: in this case the file to be updated is the “modnameupgrade.GEN”. But these are only examples... the better thing to do is to identify the .GEN file that is used on track taking a look at the .VEH file of the mod, where the right .GEN file to be updated is listed as “Graphics=”. Step Four: changes to the .VEH files Every mod has a certain number of vehicles and we must add several lines at the end of each .VEH file. This step is very easy at the basic level we are working. Here are the lines we must add: / Added by ilo, to support current WIP of RFETire [RFETire] RFETireCompat = 1 // Enable RFETire visual changes for this vehicle. RFETireGMTCount = 3 // Every compound will have xxx GMT files. RFETireGMTLOD0 = 0.0f // LODIN of first gmt. RFETireGMTLOD1 = 10.0f // LODOUT of first gmt AND LODIN of second gmt. RFETireGMTLOD2 = 30.0f // LODOUT of second gmt AND LODIN of third gmt. RFETireGMTLOD3 = 500.0f // LODOUT of the third gmt, LODIN not used as there are not 4 GMT files. RFETireGMTLODOut = 10000.0f // LODIN for GMT files of non-selected compounds. As commented next to each line, we must pay attention to the bold values following these rules: Updating Tires Compounds View to RFE Plugin Series page 5 of 11 November 17th, 2012 version 1.6 RFETireGMTCount = we must inform the plugin how many GMT files must use for every compound. The plugin allows up to 5 .GMT files for a single compound. As we are using 3 .GMT files per compound, this value must be 3 RFETireGMTLOD0= we must inform the plugin about the LODIN values to SHOW the .GMT files. This value will be used as LODIN for the .GMT that must be shown depending on the selected compound. We must repeat the line increasing the “counter” (RFETireGMTLOD0 – RFETireGMTLOD1 – RFETireGMTLOD2 – etc...) changing for each one the value, according to the one into the .GEN file. In other words RFETireGMTLODn parameters are used for LODIN and LODOUT of the .GMT chain, when a compound has more than one .GMT file and we must add the lines we need RFETireGMTLOD3= we must inform the plugin about the LODOUT value of the last .GMT of the first compound Understood these concepts we are ready to add these lines into the .VEH files of the mod we are updating, according with the values shown into the .GEN file of the mod itself. Note: please refer to the incoming RFETire Model Component advice that will come with the plugin to understand its setting. Other advanced technical notes can be released into the Official RFE Forum. IMPORTANT NOTICE: Due to the structure of rFactor and the way it allocates the memory using lots of compounds and their .GMT files (e.g. the 6 compounds of the F1 in their low, medium, high and max resolutions) can cause a disconnection / crash of some clients after a variable number of participants to a session. From several tests we did, usually with a F1 mod (6 compounds in 4 resolutions), exceeding a number of 20 participants can cause the problem. Currently, to increase the number of participants that rFactor can manages, you can decrease the number of resolutions used by each compound, modifying the mod itself. Obviously a mod with less compounds allows rFactor to manage a higher number of participants. Updating Tires Compounds View to RFE Plugin Series page 6 of 11 November 17th, 2012 version 1.6 APPENDIX We would remark that the basic upgrade of a mod to RFE Plugin Series doesn't cover the different ways any modeler has chosen for developing the mod itself and also how to show all tires or part of them into the showroom as well as how to manage tires into the upgrade session of the showroom. The mod was intended to work in game where you can drive it enjoying the new features of RFE Plugin Series and on track (as well as into the garage) where you need to have all compounds available for both physical and visual appearance. Due to the several ways the modelers created their own mods can happen that original tires added into the "upgrades.ini" file of the mod can lock the use of other compounds in game. Despite we understand that the visualization of the compounds into the showroom could be pleasant, we cannot explain something that is strictly related to the modeler's job. For us is important that the mod updated to RFE Plugin Series working correctly entering the garage and the track, without crashes of rFactor due to a wrong update. To take it easy we suggest to test the mod updated to its mandatory features before to add any other option like the visualization of more compounds in the showroom. In case the original mod has few different compounds, some of them original ones can lock the right use of the other new compounds that you added. The easiest way to solve the problem is to "delete" the upgrade option. In this way everything will work nice in the garage and on the track. Later, you will try to update the “upgrades.ini” and in case the “spinner.gen” files of the mod to have it working also showing all the available compounds, but we cannot help you in this job. The file that could be involved into the problem are: “upgrades.ini” of the mod “spinner.gen” of the mod To have the mod working in garage and on track we can say: edit the “upgades.ini” of the mod and REMOVE all lines related to the tires! And, in effect, this is correct and also very easy to do! Updating Tires Compounds View to RFE Plugin Series page 7 of 11 November 17th, 2012 version 1.6 But in few cases can happen that in the showroom any vehicle of the mod is no longer showing itself or it is shown without the tires. Despite it is only a wrong visualization in the showroom and going in game the mod works perfectly and finally with all compounds available, we understand that is not the best result we would achieve. In this case you have to work on the “spinner.gen” of the mod. The concept is to give the right info to see tires and mod in the showroom, replacing the variable that links this file to the “upgrades.ini” with a fixed value. Here we are speaking of one .GMT file... The best way to understand what you must do is showing the contents of these files related to a specific mod, remembering not all the modelers made it at the same way. This is part of the ORIGINAL “upgrades.ini” file of the F1 2012 by SandroX with several not relevant lines omitted (look at the string in bold blue): BaseVehiclePrice=0 ... UpgradeType="Tire Compounds Preview" { Instance="TIRES" Instance="LFTIRE" Instance="LRTIRE" Instance="RfTIRE" Instance="RRTIRE" UpgradeLevel="Soft" { Description="Soft" IconLevel=0 GEN=<TIRES>=_tire_sof_spin.gmt ... We must keep track of this line GEN=<TIRES>=_tire_sof_spin.gmt we'll use later. The NEW “upgrades.ini” file of the F1 2012 by SandroX will be (this time all shown): BaseVehiclePrice=0 UnlockExperience=0 UpgradeType="FFB Strength" { Incremental=0 UpgradeLevel="FFB Mult level 2 (Default)" { Description="FFB Mult level 2 (Default)" } Updating Tires Compounds View to RFE Plugin Series page 8 of 11 November 17th, 2012 version 1.6 UpgradeLevel="FFB Mult level 1" { Description="FFB Mult level 1 (Lightest)" HDV=[CONTROLS] HDV=SteeringFFBMult=1.0 } UpgradeLevel="FFB Mult level 1.5" { Description="FFB Mult level 1.5" HDV=[CONTROLS] HDV=SteeringFFBMult=1.5 } UpgradeLevel="FFB Mult level 2" { Description="FFB Mult level 2" HDV=[CONTROLS] HDV=SteeringFFBMult=2.0 } UpgradeLevel="FFB Mult level 2.5" { Description="FFB Mult level 2.5" HDV=[CONTROLS] HDV=SteeringFFBMult=2.5 } UpgradeLevel="FFB Mult level 3" { Description="FFB Mult level 3 " HDV=[CONTROLS] HDV=SteeringFFBMult=3.0 } UpgradeLevel="FFB Mult level 3.5" { Description="FFB Mult level 3.5" HDV=[CONTROLS] HDV=SteeringFFBMult=3.5 } UpgradeLevel="FFB Mult level 4.5" { Description="FFB Mult level 4.5" HDV=[CONTROLS] HDV=SteeringFFBMult=4.5 } UpgradeLevel="FFB Mult level 5" { Description="FFB Mult level 5" HDV=[CONTROLS] HDV=SteeringFFBMult=5.0 } UpgradeLevel="FFB Mult level 5.5" { Description="FFB Mult level 5.5" HDV=[CONTROLS] HDV=SteeringFFBMult=5.5 } UpgradeLevel="FFB Mult level 6" { Description="FFB Mult level 6 (Hardest)" HDV=[CONTROLS] HDV=SteeringFFBMult=6.0 } UpgradeLevel="RealFeel FFB Mult level 0" { Description="FFB Mult level 0 (RealFeel)" HDV=[CONTROLS] HDV=SteeringFFBMult=0.0 } } Updating Tires Compounds View to RFE Plugin Series page 9 of 11 November 17th, 2012 version 1.6 As you can see it is like the original but WITHOUT the part related to the tires. To create this new file is easy: make a copy in advance of the original one for future purposes and then save the file without any info related to the tires. Now you must edit the “spinner.gen” file. Also in this case make a copy of the original one before editing it. Here is the ORIGINAL “spinner.gen” file of the F1 2012 by SandroX (pay attention to the bold blue string): //---------------------------------------SearchPath=<VEHDIR> MASFile=rF1_2012/Update1.mas MASFile=rF1_2012/Form.mas MASFile=rF1_2012/Spinner.mas //---------------------------------------SearchPath=<TEAMDIR> MASFile=Form.mas ReflectPlane=(0.0, -1.0, 0.0, 0.0) //-------------------------------------------------------------------------------Instance=SLOT<ID> { Moveable=True MeshFile=<1234>_body_spin.gmt CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(100.0) Reflect=True MeshFile=<12>_shadow.gmt CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(100.0) <STARTUPGRADES> Instance=TIRES<UPNUMBER> { Moveable=True MeshFile=<12><TIRES> CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(100.0) Reflect=True } <STOPUPGRADES> } Do you remember? We have already seen this <TIRES> variable into the original “upgrades.ini” file: GEN=<TIRES>=_tire_sof_spin.gmt where GEN means that the line is related to the “spinner.gen” file and <TIRES> identifies the name of the GMT that is used (in this case this is the one related to the “soft” compound). Well, another easy step to have the vehicle visible also into the showroom: REPLACE the “<TIRES>” with “_tire_sof_spin.gmt”, save the file and enjoy the mod: Updating Tires Compounds View to RFE Plugin Series page 10 of 11 November 17th, 2012 version 1.6 //---------------------------------------SearchPath=<VEHDIR> MASFile=rF1_2012/Update1.mas MASFile=rF1_2012/Form.mas MASFile=rF1_2012/Spinner.mas //---------------------------------------SearchPath=<TEAMDIR> MASFile=Form.mas ReflectPlane=(0.0, -1.0, 0.0, 0.0) //-------------------------------------------------------------------------------Instance=SLOT<ID> { Moveable=True MeshFile=<1234>_body_spin.gmt CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(100.0) Reflect=True MeshFile=<12>_shadow.gmt CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(100.0) <STARTUPGRADES> Instance=TIRES<UPNUMBER> { Moveable=True MeshFile=<12>_tire_sof_spin.gmt CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(100.0) Reflect=True } <STOPUPGRADES> } Last, but not least, remember that you could find more than one variable used into the part of the original “upgrades.ini” file related to the tires. In this case you must update also this / these other variables. Updating Tires Compounds View to RFE Plugin Series page 11 of 11 November 17th, 2012 version 1.6
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