Stock Car Extreme Mods (merged)

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ML2166

If quizzes are quizzical then what are tests?
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Hey guys

Okay here are the skins created by me over the last few weeks.

38 in total, 19 Chevrolet and 19 Peugeot.

All completely fictional of course, but I hope you enjoy them.

I have given all the cars different numbers and names from the originals in game, so you should be able to run them alongside the original skins.

Pretty new to the modding aspect on the rfactor platform, and this is my first attempt.

Haven't found a way to have the game read a new RFM file hence the reason for the new numbers and names.

Hope you enjoy them........happy racing fellas!

;)

selectionpug.jpg


selectionchevvy.jpg


Chevrolet Part 1

Chevrolet Part 2

Peugeot's
 
Hi, i'm getting a crash on all *some [edited] of your recent tracks, [Salzburgring], and is happening to all the BTCC2011 tracks (I have the original pack, without the GSCE/reiza standards which are working fine). Specifically, the error message is; ''Error loading texture srpl_sky for material SKY''. I used to get this when we first started converting tracks for the game, but with the sky.dds files pack and common maps files it fixed loading errors, but the issue still persists. How can I fix this? Is it a .scn issue?

Regards
 
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Hi
I've been converting rF1 mods using Grumbel's tool. It's been working great.

I've got a problem with a couple of converted mods though - the NSX mod and the Corvette C6 2012. With both of those mods, the conversion worked perfectly except for one thing: in both mods the cars have a very matte finish which I doubt was the case in the original rF1 mod.

Does anyone know what the fix for this could be?
 
Hi
I've been converting rF1 mods using Grumbel's tool. It's been working great.

I've got a problem with a couple of converted mods though - the NSX mod and the Corvette C6 2012. With both of those mods, the conversion worked perfectly except for one thing: in both mods the cars have a very matte finish which I doubt was the case in the original rF1 mod.

Does anyone know what the fix for this could be?
You'd need to look at the alpha channel as the gloss could be pretty much controlled from there.

White would pretty much be a chrome finish, whilst black would be a flat matte finish.
 
You'd need to look at the alpha channel as the gloss could be pretty much controlled from there.

White would pretty much be a chrome finish, whilst black would be a flat matte finish.
Thanks a lot for the reply.

I'm totally new to modding so I need to check:
You mean that I'd have to open the .dds file of each car, then edit the dds file in paint.net (or Photoshop), yes?

"White would pretty much be a chrome finish, whilst black would be a flat matte finish."
I don't understand why the finish would be different for different colours. Shouldn't I just have the same finish for any colour?

I had another thought about how to fix this:
Supposing that the gloss levels are correct in the original rF1 version of the mod, could I just take the .dds files from the original rF1 files (i.e. before converting) and use those to overwrite the dds files in the converted version?
 
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Thanks a lot for the reply.

I'm totally new to modding so I need to check:
You mean that I'd have to open the .dds file of each car, then edit the dds file in paint.net (or Photoshop), yes?

"White would pretty much be a chrome finish, whilst black would be a flat matte finish."
I don't understand why the finish would be different for different colours. Shouldn't I just have the same finish for any colour?

I had another thought about how to fix this:
Supposing that the gloss levels are correct in the original rF1 version of the mod, could I just take the .dds files from the original rF1 files (i.e. before converting) and use those to overwrite the dds files in the converted version?
Paint.net is really crappy with alpha channels. Yes technically you should be able to just swap the .dds over but if it has the same issue then you have to go in and mess with the alpha channel.
 
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