|
Post by marvinwankerstein on Oct 24, 2015 20:04:54 GMT -5
I saw that once but I can't remember the cause now. I think I found it by commenting out various parts in the .gen file until I found which one caused the problem. I have something similar going on with the 935/78 and its backfire.
|
|
|
Post by chaoszero on Oct 25, 2015 3:35:12 GMT -5
I solved it. It was not related to the 3D, because I was able to put the chassis on another car and load it from there. It was obviously out of place because the models were different, but the car was working. Dug deeper and found it was a physic issue. For some reasons, it seems that I used a wrong physic file (Think about using the .sfx as the .tbc for example), but the car still loaded in showroom because it only needed to find the file. As soon as I swapped the entire physic with the test mule car, it loaded perfectly without errors.
If the backfire is not working on the Moby Dick, just take the .gmt and the .dds from another car. The DRM 935/77A one would work great with a bit of repositioning.
|
|
|
Post by marvinwankerstein on Oct 25, 2015 13:28:19 GMT -5
I tried other backfires at least four times. The one from the DRM car didn't work very well because the waste gate pipe is modelled on it and in the backfire so it didn't look very good on the MD because that car doesn't have a WG pipe. I think there is something messed up in the one of the meshes of the car. When I added instances or rearranged the meshes in an instance there were problems. Just adding the brake lights and driver was a major headache.
|
|
|
Post by racer11 on Jun 2, 2016 7:57:44 GMT -5
I know this topic is a bit old but can I get a bit of help? I'm new to converting cars. I followed the pdfs posted early in the thread to convert my first car. I'm stuck at step 1 though. When i change the material name wccarbody it gets applied to the rear wing and splitter and just a real small section of the main body. It's predominantly still pink though. I thought that was weird, figured the entire skin would show up. Checked a similar car in rfactor to make sure and it did.
So anyway i plugged along continued following all the steps etc. When it got to the point saying the car should load i kept getting a "cannot load wccarbody material for wccarbody" which goes back to that issue i noticed early on. I dont know why the material is being accepted on a couple of parts but not the entire main body. Anybody have any insight?
|
|
|
Post by marvinwankerstein on Jun 2, 2016 9:30:46 GMT -5
The wording of the error message implies that the default texture for the material wccarbody is called wccarbody. The texture needs to be the name of a file that is accessible for that car.
|
|
|
Post by racer11 on Jun 2, 2016 9:35:28 GMT -5
I tried that initially (lmp00base.dds or whatever it was) and got the same "cannot load material for wccarbody" message. Pops up about 3 times in the spinner. Does the same loading for a test session then just gives the temp car. I made sure to navigate and reselect the .dds im trying to use prior to the name change as well.
|
|
|
Post by racer11 on Jun 2, 2016 15:36:42 GMT -5
|
|
|
Post by racer11 on Jun 2, 2016 15:37:32 GMT -5
that's what i get in game
|
|
|
Post by chaoszero on Jun 2, 2016 16:04:30 GMT -5
You've pretty much answered yourself. The lmp00_1.dds is not in the mas therefore the game can't find it. And if 3/4 of the car are covered in pink in simed it means that the textures are not in the folder where the gmts are either.
|
|
|
Post by racer11 on Jun 3, 2016 7:29:03 GMT -5
They are though. The splitter and wing are looking at the exact same file and they show up fine. Notice how they're highlighted at the same time as the bodywork
|
|
|
Post by djibsone on Jan 2, 2017 10:55:24 GMT -5
Frankly the tutorial for the conversion and too complicate and the translation From english to french and bad that could simplify it I can not find the body.gmt for my model it nome chassis a and chassis b etc ... It's been 6 days since I row like crazy explaine me the fuckin gen files spinner and the genstring number i understand for all ini setting hdv tbc and veh
|
|
|
Post by swinny on Apr 25, 2017 10:31:38 GMT -5
Hi guys i would like to start modding or atleast try,does anyone know of a step by step guide on converting Gtr2 cars to rFactor please,any help appreciated.
|
|
|
Post by zawcranejr on Dec 27, 2018 17:39:39 GMT -5
The pdf doesn't explain everything which is why there are some issues expected.
This might be important:
hdc -> hdv tyr -> tbc eng -> ini grb -> ini aud -> sfx cas -> gen sp -> pm
and then .car is similar to .veh but not exactly the same so requires editing a .veh.
and then I changed certain file strings in the .hdv file.
and now I do not know if I am doing this right or not. I did import the .veh file into 3DSimED and I can see the car fine, proper textures just got to fix the lights. The car does not appear in game, nothing. No error just does not appear. No idea if you're doing it right or not. It seems the main issue is getting it in showroom. How am I supposed to have 2 gen files, one for spinner, and one for graphics. It seems GTR2 only requires one, with the SPIN and NOTSPIN tokens so I specified the same gen file to use for Graphics and Spinner in the veh. I'm not sure you can even use just one gen file for the car because I saw every mod that I've downloaded that has two .gen files, one for graphics and one for spinner.
And then we have cockpit info, from where can I get these .bmp and .tga files for the digital gauges?
A clear tutorial of converting GTR2 cars to rFactor would be useful, and it would work for AMS then as well.
|
|
|
Post by marvinwankerstein on Jan 6, 2019 14:35:40 GMT -5
You do not need to have a spinner.gen file. You might notice that none of the cars I converted have both of them. I use the SPIN/NOTSPIN tags where it might make a difference. Look at a few cars to see how it's done.
Gauge textures are usually in the *_cpit.gtr file for the car, sometimes in a shared .gtr file for it or for the mod.
As for a car not showing up, make sure you have the game writing a trace file. That will let you know why a car is omitted from the menu.
Those are the only tutorials I know of. I learned how to convert them mostly by studying how other cars were put together.
|
|
|
Post by zawcranejr on Jan 11, 2019 16:50:27 GMT -5
Thanks for the info. By the time of my last post I've learned how to convert correctly 2 cars so far. It helped me when I looked at the GTR2 Base Mod Conversion for rFactor released in 2006. The light tutorial also helped.
|
|