Stock Car Extreme Mods (merged)

Status
Not open for further replies.

ML2166

If quizzes are quizzical then what are tests?
Premium
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 guys.
I've seen a lot of mods being converted to GSC lately, but although some of them are working fine inside the game, it seems they aren't receiving the proper treatment to *fully* work as intended.
I am not an expert modder, in fact, I recently started to convert (privately) using the excellent tool that Grumbel provided.
So far, I've converted HistorX, Alpine A364, F1 1967, Eagle, Legends Cars, Endurance Series and DRM. I didn't release any of them because their authors still gave no permission to do so.

During the conversions, I've made a lot of small utilities to handle the work of altering/adjusting the veh files in batch. These steps are necessary because Grumbel's tool does 99% of the job, but not the "refining part".
Anyway, for those willing to convert mods for personal use or release (please get proper authorization before releasing), I can offer some advice based on what I've learned so far. Others are welcome to complement or correct my infos, as I am still learning.

Thanks.

EDIT: all files referenced below, like .veh or .sfx files are normal text files, use Windows Notepad or similar to edit them.

1. As you may (or may not) know, FFB is adjusted inside GSC by settings located in RealFeelPlugin.ini file, which is in the main game folder. Every car/series inside the game has a corresponding section inside this file, i.e., Stock Cars use the settings from [Stock] section, as Formula V12 uses from the [F_V12] section, and so on.
The important thing is that this section name is composed by the first five characters found in the "Description" entry inside the corresponding .veh file, for *every vehicle*. So, if you're converting a mod, and you don't properly tweak the .veh files, every single car from the mod will generate a new entry inside this file, and you'll have to tweak it by hand, for every new car you drive, if you want to feel FFB properly. Worst yet, if you happen to drive a car where description's 5 first chars are identical to another car (from another mod, perhaps), it will automatically find and use that section settings, and chances are that you'll feel the FFB to be all wrong.
So, when converting a mod, pay attention to the description inside the .veh files, and alter each one of them to be consistent to their classes, specially in multiclasses mods, like Endurance, BlancPain, etc. After that, provide along with the mod the file containing the proper adjustments that must be added to the realfeelplugin.ini file, according to the tips from the original mod developers (or your own).
For instance, for my conversion of Endurance Series, I've altered all descriptions to have one of these strings at the beginning: ESGT1, ESGT2, ES_P1, ES_P2 or ESLMP.
The accompanying file (with proper FFB settings pulled straight from the original mod) is below:

[ESGT1]
MaxForceAtSteeringRack=-2400.000000
SteeringDamper=11500.000000
FFBMixerRealFeelPercent=100.000000
SmoothingLevel=0

[ESGT2]
MaxForceAtSteeringRack=-2400.000000
SteeringDamper=11500.000000
FFBMixerRealFeelPercent=100.000000
SmoothingLevel=0

[ES_P1]
MaxForceAtSteeringRack=-2700.000000
SteeringDamper=11500.000000
FFBMixerRealFeelPercent=100.000000
SmoothingLevel=0

[ES_P2]
MaxForceAtSteeringRack=-2700.000000
SteeringDamper=11500.000000
FFBMixerRealFeelPercent=100.000000
SmoothingLevel=0

[ESLMP]
MaxForceAtSteeringRack=-2700.000000
SteeringDamper=11500.000000
FFBMixerRealFeelPercent=100.000000
SmoothingLevel=0


I could have made only two different entries, because you can see that there's only "two types" of FFB on this file (-2400 and -2700), all the rest being equal. Anyway, I prefer to give players more room to customization between cars/classes, like the original developers did. This also preserves the developers attention to detail, and a conversion should aim to honor this at all costs.

2. Classes. If you want to be able to race different cars from same classes, or mix classes on the same race, you must check the "Classes" entry on the .veh files. Cars whose "Classes" entry matches can race against each other.
Every "Classes" entry must contain one of these classes: reiza1, reiza2, ... up to reiza10. Every "reizaX" class corresponds to a car inside the game, i.e., reiza5 corresponds to the Minis. (That's why most of the mods converted using Grumbel's tool are found under the Mini's section of the game, unless you change this during conversion).
Besides having this "reiza" class, each car can have several other classes associated, taking for example this entry for an Oreca that I converted (Endurance Series):
Classes="reiza5,EnduSeries,ES_ALMS10,ES_LMPC"
This car pertains to all these classes (separated by commas), and so, it can be raced against all cars inside the mod that pertains to the same classes. Cars that have more classes than these can also race against it, but cars that doesn't have all these classes, cannot. This is why this car cannot be raced against a GT2 Panoz Esperante, which classes are "reiza5,EnduSeries,ES_ALMS06,ES_GT2". See? There are two different classes that prevent this: ES_ALMS06 and ES_GT2.

3. Categories. Categories entry on the veh files determines how the cars will appear on the menu, so it is important to group them correctly to avoid cars being separated or outside the mod's name when looking at the GSC's car menu list.

4. Finally, the sounds. You need to check if all the sounds references are correct. For this, open the .sfx files (usually one per car found inside the vehicles folder) and make sure all references point to a valid folder/file. Some mods use sounds from original rFactor, so you may want to grab the original sounds package, available for rFactor light, and complement the mod (or, better yet, provide new sounds/subtitute from GSC).
 
Last edited:
A very well written concise piece Fernando, i have being doing similar to you after you gave me some information before when working on my private mods. Its a bit of a chore but is worth it in the end if its a mod you really want done properly.

It's about time Grumbel pulled his finger out and made a better version of the convertor, any amateur could have knocked it together. :laugh::laugh:
 
Hi
Have developed some skills (minimal) in doing my own car skins, but i am now looking at my cockpit and the images were crappy looking (pixelated etc) i opened a fine example of a custom cockpit .DDS t osee the difference and noticed that his DDS was 2048x2048. how do i get the higher res cockpits?

thanks
 
Hi - Looks goos, have downloaded and unpacked, when I unpack the .rar, I get the below error:

! C:\Users\Phil\Downloads\GameData.rar: CRC failed in GameData\Sounds\GSMF_PCC997\misc\hitwall_5.wav. The file is corrupt
! C:\Users\Phil\Downloads\GameData.rar: Unexpected end of archive

The extracted folder only contains sounds folder?
 
Last edited:
Hi - Looks goos, have downloaded and unpacked, when I unpack the .rar, I get the below error:

! C:\Users\Phil\Downloads\GameData.rar: CRC failed in GameData\Sounds\GSMF_PCC997\misc\hitwall_5.wav. The file is corrupt
! C:\Users\Phil\Downloads\GameData.rar: Unexpected end of archive

The extracted folder only contains sounds folder?

Sounds like the files have corrupted either when d/l or extracting, i would try d/l again. I just tried it again myself from here and it worked fine.

I would also extract to a folder first (right click and extract here) before putting in GSC folder.
 
Ive been playing around with a few conversions,
im a complete noob at this.:redface:
i have the problem were i feel all the kurbs and breaking but the FFB from the tyres can only be described as so week.
it produces a file car name in the RealFeel plugin config folder when i fired it up..:thumbsup:
im obviously doing something wrong in setting it up.. :roflmao::roflmao:

I was trying to get the VW beetle mod converted as this is such good fun in rfactor.

i know one thing just converting things is only half the job.. it must feel right when driving it.
 
Hi Rupe

As Fernando has described it may be worth changing the description in the .veh file first for each car in the series as this means you only have to change the FFB once for that series. You can call it what you want as long as they are all the same. Next you can try some different FFB settings, so if you've called the description say VWBeetle there will be a realfeel entry made called [VWBee] which will have the standard GSC ffb settings. The data will look something like this.

[VWBee]
MaxForceAtSteeringRack=2000.000000
SteeringDamper=11500.000000
FFBMixerRealFeelPercent=100.000000
FrontGripEffect=0.200000
SmoothingLevel=0
Kf=8000.000000
Ks=7.000000
A=1.500000
Kr=3.000000

I would try copy and pasting from the original GSC ones first. So delete the data but leave the [VWBee] and try copy from one of the original GSC ffb settings probably the opalas or something like that and see what you think in game. From there if still not right change the MAXforce values up or down and the Steeringdamper until you get one you are happy with.
 
Hi Rupe. Interesting, VW Beetle was going to be my next mod. What version are you using? I was trying to find the last one (think it is something like 2.0 or 2.0a or whatever - but I may be wrong or confused about this)?
May just wait to see your mod, or perhaps we can try to adjust it togheter, if I could help.
Sucess.
 
Hi guys.

2. Classes. If you want to be able to race different cars from same classes, or mix classes on the same race, you must check the "Classes" entry on the .veh files. Cars whose "Classes" entry matches can race against each other.
Every "Classes" entry must contain one of these classes: reiza1, reiza2, ... up to reiza10. Every "reizaX" class corresponds to a car inside the game, i.e., reiza5 corresponds to the Minis. (That's why most of the mods converted using Grumbel's tool are found under the Mini's section of the game, unless you change this during conversion).
Besides having this "reiza" class, each car can have several other classes associated, taking for example this entry for an Oreca that I converted (Endurance Series):
Classes="reiza5,EnduSeries,ES_ALMS10,ES_LMPC"
This car pertains to all these classes (separated by commas), and so, it can be raced against all cars inside the mod that pertains to the same classes. Cars that have more classes than these can also race against it, but cars that doesn't have all these classes, cannot. This is why this car cannot be raced against a GT2 Panoz Esperante, which classes are "reiza5,EnduSeries,ES_ALMS06,ES_GT2". See? There are two different classes that prevent this: ES_ALMS06 and ES_GT2.
This is very helpful Fernando, but going on from this, can you please tell me if this is possible:
For example if I have a set of historic Ford Capri cars, and a set of Ford Escort RS cars, and I want to be able to choose form three different race formats - 1) all Ford Capri, or 2) all Ford Escort, or 3) a mixture of Capri and Escorts, is this possible? I have tried different combinations of classes and categories but I cannot get it to work. I am beginning to think I must copy them into separate sets to create the three options.
Thanks for any help,
Keith
 
Hi Keith.
If you want to mix them, make sure they share the same string on "Classes=" line, for instance, something like Classes="reiza5, Fords".
You can have one of them having a longer class, like "Classes="reiza5, Fords, Capri" for Capris, and only Classes="reiza5, Fords" for Escorts. So, if you choose a Ford Capri to race, it will only race against other Capris, but if you choose an Escort, then the game will probably "mix" it with Capris, since Escorts are "contained" inside the Capri's classes.

Unfortunately, I don't know a method to allow you to freely choose *when to mix* or not. In the example above, if you want to race *only* with Escorts, you would need to select it and then manually boot the AI Capris and add more AI Escorts to complete the grid before the race.

You can have as many classes as you like, like in Classes="reiza5, RallyCars, GroupA" and Classes="reiza5, RallyCars, GroupB, 2000cc", and so far. Every car that has at least the same string as the selected car in his Classes line, will take part on the grid:

Car1 - classes= "A" (if selected will race against A, B, C and D)
Car2 - classes= "A, B" (if selected will race against A and B)
Car3 - classes= "A, B, C" if selected will race against A, B and C)
Car4 - classes= "A, D" (if selected will race against A and D)
Car5 - classes= "E" (if selected will race only against E)

Please note that "Classes=A, B" is not the same as "Classes=A,B" (pay attention to spaces, etc).
Hope to have answered your question. If not, just ask again.
(Sorry, english isn't my native tongue). :)
 
Status
Not open for further replies.

Latest News

Online or Offline racing?

  • 100% online racing

    Votes: 105 7.9%
  • 75% online 25% offline

    Votes: 136 10.3%
  • 50% online 50% offline

    Votes: 189 14.3%
  • 25% online 75% offline

    Votes: 373 28.2%
  • 100% offline racing

    Votes: 516 39.0%
  • Something else, explain in comment

    Votes: 5 0.4%
Back
Top