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Tutorials recopilation

Staff
#1
The basics:

F1 Challenge has all these files and most of them can be modified:

.MP3 files -> Editable with Audacity.
.SDT files
.BIK files -> Editable with Bink and Smaker. You can make your videos with a resolution of 400x300, then, convert it to BIK file.
.HAT files
Config option files (headphysics, config, engine files, etc). -> Editable with notepad.
Engine files. -> You can use PhysicsEditor.
.TXT, .OSC, .PLR, .BCH, .GDB, .SCN, .AIW, .RCD, .TBC, .CAM, .VEH and .SFX files -> Editable with notepad
.CAM files -> You can use a camera editor too.
.BMP -> Paint, Photoshop, Gimp, Imageready, etc.
.TGA -> Photoshop, Gimp, Imageready, etc.
.JPG/JPEG -> Paint (not reccomended), Photoshop, Gimp, Imageready, etc.
.VRC files (replays).
.MAS files -> Composed by MTS, BMP and TGA files. Use MasStudio and MasExplorer
.MTS files -> Editable with ZModeler, 3dSim-ED and/or 3DSMAX.
.ICO files -> Gimp, Photoshop



Tutorials:

How to add a track to F1 Challenge: viewtopic.php?f=16&t=17

Lights conversion tutorial: http://www.mediafire.com/download.php?hh6o348146hbrjp

Creating a trace file (if you have Crash To Desktop): viewtopic.php?f=16&t=14

Converting RFactor tracks for F1C: http://www.mediafire.com/download.php?pu1a6hu1fpursod

Converting GP4 car to F1C: viewtopic.php?f=16&t=18

Tutorial: Obtaining the desired number of opponents: http://anecdotasdecristianluis.blogspot ... VwafDdzN3c

Tutorial: Making RCD files with realistic stats in F1C: http://anecdotasdecristianluis.blogspot ... Vwa5KK8ATA
Small tool: https://mega.co.nz/#!mQd1zKiC!Ydw3mkBaT ... hIV46IIEMw
"Read everything, listen to everybody, don't trust anything unless you can prove it with your own existence."

(William Cooper.)
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#2
Cristian Luis Wrote:The basics:

F1 Challenge has all these files and most of them can be modified:

.MP3 files -> Editable with Audacity.
.SDT files
.BIK files -> Editable with Bink and Smaker. You can make your videos with a resolution of 400x300, then, convert it to BIK file.
.HAT files
Config option files (headphysics, config, engine files, etc). -> Editable with notepad.
Engine files. -> You can use PhysicsEditor.
.TXT, .OSC, .PLR, .BCH, .GDB, .SCN, .AIW, .RCD, .TBC, .CAM, .VEH and .SFX files -> Editable with notepad
.CAM files -> You can use a camera editor too.
.BMP -> Paint, Photoshop, Gimp, Imageready, etc.
.TGA -> Photoshop, Gimp, Imageready, etc.
.JPG/JPEG -> Paint (not reccomended), Photoshop, Gimp, Imageready, etc.
.VRC files (replays).
.MAS files -> Composed by MTS, BMP and TGA files. Use MasStudio and MasExplorer
.MTS files -> Editable with ZModeler, 3dSim-ED and/or 3DSMAX.
.ICO files -> Gimp, Photoshop

SDT files contains mp2/mp3 files, that you can extract/add with sdt editor included in MasStudio 2.02. Regards.
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#3
for he realistic .rcd files http://bulgariansimworld.x10.mx/phpBB3/v...?f=11&t=16
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#4
JALNERVION Wrote:
Cristian Luis Wrote:The basics:

F1 Challenge has all these files and most of them can be modified:

.MP3 files -> Editable with Audacity.
.SDT files
.BIK files -> Editable with Bink and Smaker. You can make your videos with a resolution of 400x300, then, convert it to BIK file.
.HAT files
Config option files (headphysics, config, engine files, etc). -> Editable with notepad.
Engine files. -> You can use PhysicsEditor.
.TXT, .OSC, .PLR, .BCH, .GDB, .SCN, .AIW, .RCD, .TBC, .CAM, .VEH and .SFX files -> Editable with notepad
.CAM files -> You can use a camera editor too.
.BMP -> Paint, Photoshop, Gimp, Imageready, etc.
.TGA -> Photoshop, Gimp, Imageready, etc.
.JPG/JPEG -> Paint (not reccomended), Photoshop, Gimp, Imageready, etc.
.VRC files (replays).
.MAS files -> Composed by MTS, BMP and TGA files. Use MasStudio and MasExplorer
.MTS files -> Editable with ZModeler, 3dSim-ED and/or 3DSMAX.
.ICO files -> Gimp, Photoshop

SDT files contains mp2/mp3 files, that you can extract/add with sdt editor included in MasStudio 2.02. Regards.

And then:
.SCR files for pit and pitcrew animations, editable with a text editor
.ANM files about animations (helicopters, gridgirls, pitcrew, etc), partially editable with a my wip tool or an hex editor.

.AIW, probably I'll release some tools to edit it too (cut, reverse, change start/finish location)
.MTS, I'm working to a batch mts editor (with a 1st beta working) and I hope a day I'll be able to do a better gmt to mts converter .... or at least a batch editor should look bump maps inside the gmts and put it into the mts
[Image: homogp_don_t_touch_all.gif]
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#5
Added tutorials:

* Aiw fix tutorial by JimmyF: http://www.mediafire.com/download.php?p37vde913zcgnw9

* Rfactor pitlights to f1c (spanish): http://www.mediafire.com/download.php?gg0btugfl8oo8l4

* Rfactor tracks to f1c (spanish): http://www.mediafire.com/download.php?6vvtcwe60ihn0zs

* Rfactor pitlights to f1c (english): http://www.mediafire.com/download.php?hh6o348146hbrjp

* Rfactor tracks to f1c (english): http://www.mediafire.com/?tt6h54dv5pp4c ... hu1fpursod
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#6
Basic Tutorial to work with 3dSimed by Jalnervion

* How to hide/unhide objects: For example, you load all the objects (Import as objects – select all), you will noticed that the first you can see is the sky. Usually sky and clouds not need to be modified (“usually”), so is better to hide, to see the other objects. You can click on the object to hide with right button, and press hide “name of the object”. I usually hide sky, clouds and skyboxi (horizon). Then you can see the entire track with all the objects except the objects that you hide. If you want to unhide, you can go to display – object filter – and select the object in the list, and then click on select by tag – switch on – off. Also you can select all and hide all or view all. About the view/zoom, the 3rd button of the mouse (wheel button) will zoom in – out. If you want a detailed view of a particular object, make double click with left button where you want detailed zoom and then wheel mouse to zoom in – out.

* Move 3d object: You can move 3d objects when you see all the objects, and is better than import a only object to move. Why? Becuase you can see where the object is moved in relation with the other objects. if you want to move a particular object (highly recommendable), you need to select it with right click button and then select edit “name of the object”. You will see a new box with more options: In the upper part in the left of this new box, you can rotate the view (not the object), and make different types of zoom. It requires some practices to use correctly. In the Position options, is where you can modify the position of the objects (move it) in the three axes (x: [+ left - right], y: [+ front - back], z: [+ up - down]). So if you want to move an object to the left, you must increase the x value, to move to the right you must decrease the x value. If you want to move front an object, you must increase y value and decrease to move back. And you must increase z value to move up the object and decrease to move down. You can type the values in the box of each axe, or moving little a little with the arrows at the side of the values. It need some practices to use correctly. Of course any modification ends with pressing the update and/or OK button to make the changes.

* Rotate 3d objects: To rotate objects is more complicated. You can rotate as the same way as move in the same box as move positions: yaw, rotation in x axe, roll, rotation in y axe, and pitch, rotation in z axe. But I don’t recommend this method to rotate. Why? because the pivot point of the rotation will be the center of the track (where all 3 axes crosses each one), and we need to rotate using the center of the object. How to do this without die trying? Is not very difficult: First we import the object alone to not avoid any undesired rotation. Second, once imported we need to select it as right click in the object, then we choose memorize x,y,z. This copy to cliboard the exact coordenates of the object. Then to rotate the object, the object must be centered, so we click edit – center model. This will put the object in the coordinates 0,0,0, with the actual orientation. Don’t worry, no problem with it. We select edit again, but now we select rotate (remember rotation: yaw, rotation in x axe, roll, rotation in y axe, and pitch, rotation in z axe). So if you want to rotate object 180º in x axe, you must put 180 in rotation yaw. Then we select again edit – translate model (to move the objects to a new coordenates), and press the MR button (this load from the clipboard the original coordinates where the object was). Now you will have the object with the new orientation and the old coordenates. Of course any modification ends with pressing the update and/or OK button to make the changes.

* Scale objects: To scale objects, you must right clik on the object and edit “name of the object”. You will recognize the new box open. This time we need to select Scale info. As before scale are in x,y,z axe. If you increase value in an axe, the object will be bigger in this axe, if you decrease value, objects will be smaller in this axe. It need some practices to use correctly. Of course any modification ends with pressing the update and/or OK button to make the changes.

* Change material name of the objects: This is very easy. Edit – material editing. Then you will have a list with all the objects and his materials. A trick about this. Every material name that you see, must be defined in the terrain.ini, or the cars will sink when pass over this materials. You can check original terrain and mine to see how to add new materials to the terrain.ini. There are two ways to make work all the materials, one is to add every material in the terrain.ini (I do always) and other is to change the material names, for the materials in the original terrain.ini. When a track have +1000 objects, this not a good option. To change the material name of any object only select it, press edit button and then you can change the material name. Of course any modification ends with pressing the update and/or OK button to make the changes.

* Create basic surfaces: Well this is the most difficult part. First we need to select and object or a face (better face, and you now know how to do this) whre we want to create new object, and right click and memorize x,y,z. Then we must go to primitives, and you will see the options to create rectangle, box, sphere, cylinder, upright (I don’t know what is this), also you can add a new object created previously with primitives – add object. Ok we select for example a rectangle, the you press MR, then the new object will be created in the desired coordenates. we must select a material or create a new one. By default the program uses the last material modifed or the first material of the list is none is selected. Then you must change the width, the depth and the lift (height), of the rectangle. You can change the pivot point (the point where the object will rotate, and uses as center of rotation). It need some practices to use correctly. Then press OK. A new windows will show it. The most important is that you check the create object option, to create as new object, otherways will be added to the object selected before. Again you can change the position and orientation (only if you want). Of course any modification ends with pressing the update and/or OK button to make the changes.
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Staff
#7
Anyone got a Tutorial how to make F1C work with Windows 8? Smile
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#8
it's the same tutorial for run F1c on windows 7 ;D (i play in W8)

set program to run in compatibiltiy mode for windows 98
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#9
Visgroups definition in scn files:

Visgroups=(XXXX), where xxxx is a number as follow:

1 = A = removed from High detail and lower
2 = B = removed from Med detail and lower
4 = C = removed from Low detail and lower
8 = D = High detailed object that you want replaced with E
16 = E = Low detailed object replacing D at low detail setting
32 = F = not seen in the mirror
64 = G = Things removed from practice session
128 = H = Things removed from qualifying session
256 = I = Things removed from race session
512 = J = Things viewed in daytime only
1024 = K = Things viewed at nighttime only
2048 = L = Things viewed from active trackside cams
4096 = M = Things removed from warmup session

if using visgroups >=512, you must not use simed for writing any changes to your scn/trk file. they will be eliminated by simed

Special2 flags definition in scn files:

Special2=(0) according to ISI, this special flags is assigned for people sounds - pits sounds - bridges sounds - garajes sounds - planes sounds
Special2=(1) assigned for fans - crowds
Special2=(2) assigned for air horns
Special2=(3) assigned for unknown
Special2=(4) assigned for birds
Special2=(5) assigned for reverberation in tunnels
Special2=(6) assigned for announcer - speaker
Special2=(7) assigned for ambient - pithorn
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#10
I found that some rFactor track uses rFactor sky but there are no sky.mas in the download.
When I convert the track, no matter I write sky-thing in the SCN, it's still CTD with usually BKxx.DDS
Any idea how to load them to the bmp?
And a circuit give me clear trace even I already do everything correct (Thermalito)
Universal motorsport fan, but always supports every driver and rider from Indonesia
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