- Mar 5, 2015
Matching RGB default colors in the settings will prevent any color alterations. Since we cannot change helmets without restarting career, I suggest we use this helmet with the settings I posted above as a universal helmet. Switching helmets will be possible albeit it means we have to do it manually by replacing this one helmet files with the mod. That's what I think how career helmet mods will work.
If anybody has other suggestion or method on how doing career helmet mods, do tell us. I'm thinking about changing some values in the savefiles to change the helmet you pick at the start of career to some other helmets, but I don't really know if this is possible.
I haven't find it either, it was just an idea to change helmet through savefiles. There's no history of modifying savefile on previous f1 games afaik, that's why I don't really know if this is possible.Any Luck? Where are the save files held? cant find any where to investigate?
No, those TEAM career textures are for the player's gloves, career helmets are located in unbranded genXX helmet folders.I also notice where the helmet mip map files are for drivers there is also a TEAM_career_helmet folder as there is for each driver and team, every team has one, is those texture files not any good for changing career helmet?
If you see this default career helmet texture, you can see the RGB configuration for in-game customization purpose. Changing the colors in game will affect the output and how the helmet looks. By using the settings I posted earlier, the game will pretty much leave modded textures as they are. Hope this explains it.Can you guys explain the helmet mod way with the rgb colours exactly as i dont get it?
Cheers dude.I haven't find it either, it was just an idea to change helmet through savefiles. There's no history of modifying savefile on previous f1 games afaik, that's why I don't really know if this is possible.
No, those TEAM career textures are for the player's gloves, career helmets are located in unbranded genXX helmet folders.
If you see this default career helmet texture, you can see the RGB configuration for in-game customization purpose. Changing the colors in game will affect the output and how the helmet looks. By using the settings I posted earlier, the game will pretty much leave modded textures as they are. Hope this explains it.
For Gimp, wouldn't you need a plugin to open the files?How to mod F1 2016 - Walktrough
Hey guys, so I just found out that it is still possible to mod skins and colours of car liverys or something else of the game.
This Walktrough should help you, to learn how to export and import your mods into the game and make them work.
What do I need for modding?
- a graphic design program .. for example Photoshop
- the actual Ego ERP Archiver, you can find it here:/http://www.petartasev.com/modding/ego-engine/erp-archiver/
Let us say, we want to edit the car paint of the Ferrari livery. This walktrough should work also for the other graphic content like decals, umbrellas etc. This is just an example.
1. searching for the file
So we first need the ferrari.erp file, which we have to find first. This file is located in this path:
There you have the ferrari.erp file. ((((Make a backup of the original one!))))
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2. open the .erp file and export the graphic
Now you need the ERP Archiver to open up your ferrari.erp file. Once you are in the ERP just click on "File" > "Open", then open up your ferrari.erp file. Once it is loaded, there should now show up a lot of content. The file we need is called "ferrari_paint.tga". If you found it click on it, then click on "Archive" > "Export Texture". Export the "ferrari_paint.tga.dds" to a place you want, for example the Desktop. Leave the ERP Archiver open in the background.
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3. editing your graphic file
So now it is your turn. Open the "ferrari_paint.tga.dds" with a program like Photoshop and edit it the way you want. Once you have done that, save it. ((((It has to be the same format, in this case .tga.dds!))))
4. import the "ferrari_paint.tga.dds" back to the "ferrari.erp"
Go back to your ERP Archiver and click again on "Archive" > "Import Texture", and select your "ferrari_paint.tga.dds".
View attachment 149272
Once you have done that, you are nearly ready to play. The last step is to save the ferrari.erp. Just click on "File" > "Save".
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6. Have fun
I hope this walktrough helped you to getting better into the modding of this game.
The incardriver.erp reads directly from the eg. genBranded_22.tga_mipmaps file over at chracters/drivers/male/gen22_unbranded. I have tested this by changing to a different helmet then the incardriver.erp updates automatically!!So, after searching for those ghost textures I finally found them. They are located in:
Same structure as with the .mipmaps, 3 files per helmet, 128x128p. Those need replacing as well as the .mipmaps files to get the full experience.