this is some kind of a prof of concept to show modding the objects,pssg file is possible.
I replaced the wind tunnel dome with the vintage garage from f1 2013. I don't know how to change the menu camera, so i had to remove some cabinets objects.
I think this vintage garage fits better for classic mods.
hi mate! he said that to me on our discord server (if you want to enter, here's the link: https://discord.gg/ujb4KpK3 )
It's possible but not easy, because you must export the pssg as xml file and edit there the root node because Ego pssg only supports car and interior nodes.
So export the objects.pssg with 3dsimed -> edit in Blender and add Car nodes -> export as usually -> edit the pssg as xml file and and change the track nodes to car nodes -> import the modded files -> edit the pssg again and change car nodes back to track nodes.
But i fear it's a pain in the ass to do this.
like colephelps said, it's possible but not easy. We still need to figure out many things. But i wan't to share my findings so far.
Exporting a 3dmodel with ego pssg engine from F1 2013 objects.pssg.
If you try to export you get the Error "Support for node LODVISIBLERENDERNOTE not implemented."
In Ego Pssg Editor select the 2nd Libary and export.
save as node.xml and open in Notepad++. In Notepad++ go to search and replace, replace LODVISIBLERENDERNODE with NODE.
should look like that:
save the node.xml and import again into the objects.pssg file with ego pssg editor. Now you can export the 3d objects fine.
Importing the 3D objects back into Objects.pssg
Importing the 3D objects doesn't work because ego pssg editor expects a ROOTNODE named "Scene Root" but in the objects.pssg there are several ROOTNODEs named like the 3d object. For example "fe_dome ROOT". So in Blender i created a ROOTNODE like Ego PSSG Editor would expect for Cars:
After Importing it would not work in Game, i had to export and edit the ROOTNODE in Notepad++.
This time i just select ROOTNODE and export as xml
This is how the XML code looks after importing the 3d object with ego pssg editor
My edited ROOTNODE code is all but not accurate, but it somehow works ingame.
There are still problems for example the materials use several textures with different UV Maps. But after importing only the first UV Map gets used. This messed up the textures.
To fix this i had to bake the texture from the first UV Map into the 2nd UV Map, then remove the first UV Map and edit the materials to use the fresh baked textures.
I hope @Petar Tasev has a hint how we can set the UV Map that a Material uses for a Texture. But i fear this is not implemented in Ego Engine Editor.