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Post by marvinwankerstein on Jan 13, 2020 1:52:09 GMT -5
This has been a very busy day. I managed to finish the 77 group. Here is a shot of some 935 Js that are part of this group.
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Post by marvinwankerstein on Jan 13, 2020 1:53:56 GMT -5
Two more shots from the same race :
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Post by marcozera on Jan 13, 2020 16:49:40 GMT -5
yes the 935j i love this version
yes for the material I use 3dsimed in select splr shaders. attention but reflection are that of all the project our raceroom fm7 and other than have it working together. look at the modes that I sent you long ago example imsa gto or the dr30 fm7 and you will see the graphic effect. if not we can directly ask for help to boern.
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Post by marvinwankerstein on Jan 13, 2020 20:21:12 GMT -5
Next up is the K2s - what the ALMT call their "Kremer" group. This group has K1s and K2s but I am going to skip the K1s because there are exactly four skins for that body and they are all boring. That means the K2s are next.
I like these models much better than the one in the DRM mod. I did not like that model at all and I never race with it. The 935s from the BLT are far better models than that one.
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Post by marvinwankerstein on Jan 14, 2020 1:25:55 GMT -5
The K2s are almost ready now. With one body style things went quickly for it.
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aldac
New Member
Posts: 18
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Post by aldac on Jan 14, 2020 12:32:40 GMT -5
Fantastic! Real excellent work for a mod which energizes our old rFactor(1) which, thanks to you, is still up to date!
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Post by marcozera on Jan 14, 2020 17:00:38 GMT -5
me too i don't like too much the 935 drm. the best for me are the k2 / k3 / k4 and fabcar raceroom style
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Post by marvinwankerstein on Jan 14, 2020 22:30:59 GMT -5
Yes, I agree. The K3 and K4 are my favorites. The J looks pretty good too. These are a really great set of cars. They have both great skins and models. The models aren't too heavy, most have just one LOD, and my frame rates are always good.
Right now I have a weird problem with the K2. The game crashed right after I took the previous screen shots. I think it has to do with the backfires but I am not sure.
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Post by marvinwankerstein on Jan 15, 2020 2:35:37 GMT -5
I figured out the problem. It was a bogus "banner" mesh which was actually just a square on the ground. I removed it from the .gen file and the car works great!
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Post by marvinwankerstein on Jan 15, 2020 20:55:52 GMT -5
I am starting on the PPG group now. There are lots of cars in it so this will likely take a while. I have been refining my process so it should go quicker than the K3s did.
After this, I think I will revisit the materials. I am still not quite happy with them. Maybe it will help to darken the masks. Either that, or just go with different materials entirely. I will have to experiment I guess.
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Post by gregss on Jan 16, 2020 10:57:40 GMT -5
You guys do great work! It takes me friggin Forever to get a car converted and running and then I always find 'something' I missed (lights not right a texture that looks goofy...). Anyway, Keep up the quality work, it is good to see!
GregSS
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Post by gregss on Jan 16, 2020 11:01:36 GMT -5
How do you work the physics out, do you start with the settings they have for GTL and then modify them into rFactor, or do you start with another car and tweak them until you get a result you want. I noticed there are only lap times and specs for a few of the cars that look reliable to start testing from. I am curious because I would like to try these against those DeKon Monzas and Vettes too, but not sure they would not just blow past them on any track with a little distance to it.
GregSS
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Post by marvinwankerstein on Jan 16, 2020 16:56:22 GMT -5
That's a good question. For these, I copy the 935 physics from the DRM mod and adjust the tire's radius to be correct.
What I really should do is use the originals and adapt them but tweaking is required to do that and I haven't fully figured out how to do that. At a minimum, the engine files should be adjusted. These cars raced from 1976 to about 1983 and a few went later than that. During that time the engines evolved almost continuously. Some cars had a single turbo while some had two and horsepower ranged from around 500 to over 700. Considering that, it makes sense to have different engine files for the cars. After this last bit of conversion, I will investigate the engine files more closely and see if what I can do there.
There is one more issue of concern and that is the class and categories used in the .VEH files. I stuck with my standard scheme used in all of the GTX cars so far but it doesn't help people who like to run seasons of races. If anyone is interested in that kind of thing and feels up to the task of adjusting the clases and categories of around 300 cars then let me know and we can work something out.
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Post by marvinwankerstein on Jan 18, 2020 1:17:01 GMT -5
I have every converted now except for the final materials. Wow, that was two tons of work. This one was a little different. It uses a second body texture for a couple of skins which means a change in the material translations. It's not a big deal really. I just hope the old material works in RF.
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Post by marvinwankerstein on Jan 18, 2020 5:28:33 GMT -5
Well, it turns out it was a big deal. It is a problem and I haven't figured out how to fix it yet. There is also a problem with some headlight lenses. The good news is they are all converted now. I will figure that stuff out tomorrow.
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