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Misc F1 2013 Ferrari 3D Model with Skin 1.0

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F1 2011 Ferrari 3D Model "Project WIP" - F1 2011 Ferrari 3D Model "Project WIP"

F1 2011
3D Model WIP
Hi Guys need some help finishing this project I have rebuilt
All the files inside the highLOD to match 2012 specs.

But I have been using an unreleased version of the PSSG Editor from Petar.

If a couple of us try to work out the issue we could hopefully in the future make full 2010,11,12,Mods

Anyway check it out it keeps crashing on my PC
But opens up in 3DSimED 30k and looks identical as it does in 2011 inside 3DSimED 30K.​

Read more about this resource...
 
What are you trying to do ?
Combining parts of F1 2011 and F1 2012 together ?
No what the issue is ,Codemasters 2011 they had the Wing Mirrors in
Interiors & 2012 Wing Mirrors inside the highLOD 3D Model,,,
So I added the interior Files from 2011 into 2012 highLOD what I made
But it keeps Crashing on my PC but remembered I have modded Schema.
Ill find original and try it later,
 
No what the issue is ,Codemasters 2011 they had the Wing Mirrors in
Interiors & 2012 Wing Mirrors inside the highLOD 3D Model,,,
So I added the interior Files from 2011 into 2012 highLOD what I made
But it keeps Crashing on my PC but remembered I have modded Schema.
Ill find original and try it later,

Same here. Crashes back too desktop.
 
well first of all good luck thats a FANTASTIC MOD but hope someone can mod the 2011 ferrari skin to the 2013 skin i mean we are sick of the stepped nose !!! :(:);):D:p
Why does it work on your steam m8 ,,Mine keeps crashing I think someone will need to make a patch for it,
I see patches on all kinds of mods but do not really understand how to create one as its something I have not seen done,,
But I have Microsoft Visual Studio SDK And PhyreEngine along With all Adobe Flash builder so I might have to look into into it ,, If no one decides to help out or even Mod the Schema,,,
 
One thing you may not have realized is that SHADERINPUT not only has attributes, but also has data. So switch to the data mode, and import the proper data.
Do you mean DATABLOCK ,,, Data Petar I added the SHADERINSTANCE inside
Library 1 ,, And added ShaderGroup inside
Library 2 ,,,
The DATABLOCK .,, I looked at both DATABLOCK inside 2012 HighLOD and inside
2011 Interiors for over 2 hours I understand that the DATABLOCK Will add the X,Y,Z Coordinates and Correct size for all the Mirror data input,,,
But after looking at it for over 2 hours and all the DATABLOCK,,,
The 2012 Cars Have ShaderInput with a Parameter ID Say - id 15
Then inside the DATABLOCK ,,, there is Block id 15 ,, for example ,,,

I understand that but inside 2011 Interiors where the Mirrors are where I got the Shaderinput from
The ShaderInput id is ,,, - id 15

But the DATABLOCK is all ,,,,,,,, !C !B !7 !5 And so on
I can not understand where the DATABLOCK is or the way they have set up the Code,,

After all I am just a Mortal LOL,,,

If you have time to peek inside the 2011 Mirrors for the DATABLOCK
And you understand exactly where the correct DATABLOCK Information is
I would be quite happy to Replace the correct data,
But I do not know where the information is
I said this to ML a couple of days ago I would just be guessing?
 
Copied from PM:

There is no datablock, its the SHADERINPUT itself. The pssg file is actually just an XML file, but in a fancy format.

You see it would look like this if it were to be saved in XML format:
Code:
<PSSGDATABASE>
  <LIBRARY type="SHADERINSTANCE">
    <SHADERINSTANCE shadergroup="blabla" ... id="bla">
      <SHADERINPUT parameterID="5" type="constant" format="float">THIS IS WHERE YOU ARE MISSING DATA</SHADERINPUT>
    </SHADERINSTANCE>
  </LIBRARY>
</PSSGDATABASE>

With the v10 pssg editor I sent you, select the shaderinputs that you have added yourself, and in the attribute area, right click the header cell, and you'll notice there's a show data button. This should allow you to import data into this node.

I really need to make a save as XML option to this editor so that people can understand PSSG better.
 
Copied from PM:

There is no datablock, its the SHADERINPUT itself. The pssg file is actually just an XML file, but in a fancy format.

You see it would look like this if it were to be saved in XML format:
Code:
<PSSGDATABASE>
  <LIBRARY type="SHADERINSTANCE">
    <SHADERINSTANCE shadergroup="blabla" ... id="bla">
      <SHADERINPUT parameterID="5" type="constant" format="float">THIS IS WHERE YOU ARE MISSING DATA</SHADERINPUT>
    </SHADERINSTANCE>
  </LIBRARY>
</PSSGDATABASE>

With the v10 pssg editor I sent you, select the shaderinputs that you have added yourself, and in the attribute area, right click the header cell, and you'll notice there's a show data button. This should allow you to import data into this node.

I really need to make a save as XML option to this editor so that people can understand PSSG better.
When you mentioned it reads it as XML
I had an idea to just replace the Ferrari Nosecone From 2011 car to 2012 car

I used 3DSimed 30k opened up the highLOD went into edit materials.
And found the Nosecone part no MPJRi317
From the information I found inside 3DSimed I located all the corresponding MPJRi
Part Numbers inside the LOD from the RootNode
After Finding the nosecone part numbers and Corresponding DATABLOCK
I now fully understand exactly where everything inside the HighLOD & LowLOD
His to the Corresponding shaders / to the DATABLOCK information I could not find
Before I am half way through the Conversion Ill finish it off tomorrow feeling really
Excited to hopefully get my first project finished.

So after now fully understanding where everything is inside the 2012 Spec LOD,S
I then took everything I have just learned and reopened the 2011 Interiors but it does not make any sense how they have done it,,
I found all the correct information I could not find earlier and cross referenced the information to the 2012 LOD,,
And what I have found is that I do not think its possible to do what I was trying
Because the information in both files for 1 thing as different names and the 2012 datablock as no way near the information that is inside the 2011 Mirrors.

So later tomorrow Ill finish the 2011/2012 Nose Conversion and hopefully ill get it working without any issues.

The only way I personally Think that a 2010/11/12 Full Cars Mod season will be possible now after really looking into it is if you modify the DataBase & Schema
So that it reads the 2011 Cars & Interiors as it does in the 2011 Game.

But I have no understanding of the Schema or DataBase as I have yet to look at anything inside it or understand which way the information is processed.

I am really appreciated the Help and support you have showed to me over my last couple attempts at a project I know how busy you must be so thanks.

ill let you know tomorrow if I get this conversion finished or working.
ill probably get it working and it will not line up LOL:)
 
Just wondering if you actually read this bit just above your post?

ill let you know tomorrow if I get this conversion finished or working.
ill probably get it working and it will not line up LOL:)

Posted at 04.16am Today
 
Just wondering if you actually read this bit just above your post?

ill let you know tomorrow if I get this conversion finished or working.
ill probably get it working and it will not line up LOL:)

Posted at 04.16am Today
I do not understand what you mean if you are referring to my spelling then yes its lousy
After spending about 8 hours staring inside a LOD LOL,,,:geek:
 

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