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 Help needed in modding

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johnny_303



Anzahl der Beiträge : 18
Anmeldedatum : 2017-06-08

PostSubject: Help needed in modding   Wed 14 Jun 2017, 1:10 am

Hello guys. I'm Joao from Portugal. Im new to sim racing,
even though I've played computer since I was a kid.
Only a few months, I played some project cars, really enjoyed it,
and began playing some more. Since I also like older games, I searched
for a while and found out about gt legends, gtr 2, rfactor, ( and some other games alike ).
I started playing more often and since some games offer mods,
I enjoyed some so much, that I thought I could try making some of
my own. I also enjoy and have owned a few classic cars.
What I want to ask is help regarding what do I need to create the mods.
I have some knowledge in 3d, like blender and 3dsmax, I also have
worked with music/audio and image in the past quite a few times.
Some directions would be great, like what programs are necessary,
what steps to take in creating the mod, how to create the audio file.
I have found some simple free 3d models I can work on to create
better models. Some of the racing cars I would like to make
are present at the photo archive of touringcarracing.net .
( year 1975 , silverstone event ).
But I haven´t decided yet.
Any help is appreciated. Thanks in advance.

Cheers,

JG
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GeeDee
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Anzahl der Beiträge : 3384
Anmeldedatum : 2010-06-23
Alter : 68
Ort : 1 hour from Croft and enough distance from Rick & Ney

PostSubject: Re: Help needed in modding   Wed 14 Jun 2017, 9:27 pm

If you have a look around NoGrips site you will find a lot of information and downloads foe tutors etc.
http://www.nogripracing.com/files.php

Good luck with your forthcoming projects but remember these may take weeks , months and in some cases years to complete.

But it's great to be able to do even the skins for cars!!!
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Muddie7272

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Anzahl der Beiträge : 119
Anmeldedatum : 2015-01-26

PostSubject: Re: Help needed in modding   Thu 15 Jun 2017, 7:56 pm

Hi Johnny:

A little crash course for GT Legends.

The Folder for the Cars is: HD/GTL/GamData/Teams/

Her you find the Folders for the Classes (i.e. TC-65) and inside the Cars (i.e. Alfa Romeo GTA)

In this Car Folder you find:

-Other Folders for the different Cars
(In AR GTA there are 5 Folders --> 5 Cars to drive or drive against)

- Some fils with the suffix .GTL
Graphical Recources for the Car. You need the program GEDITOR to open them. (later more)

- some .svm-Files not important now.

For Grafik:
- the .cas-File. Its the Folder where all the 3D-Meshes for the car are organized
-the .dmg-file. Damage File. Organize the deformation of the Car, the performance affection and the Parts that go away in a Crash (Headlights/Bumpers etc.)

For Performance:
- the .hdc-file. The main Performance File. Very complex. Dont know enough about it.
- the .eng-file. The Engine File. All about the Engine of the Car. The Program TOMS ENGINE SHOP will help you to manipulate it.
-the .grb-File All about the Gearbox.
-the .sp-File. Dont now much about it. But i think its the file that handles the Car and its Parts in the physical reality.

For Audio:
- the .aud-File. Simply the Audio File.

To GEDITOR:

If you open the obj.gtl file you will get some error messages. Click them away. There will be more Error Messages now but they doesnt matter. Mor important is, that you cant export any File from the Package. Now you must import a texture file.

Example for ALFA_GTA_OBJ.GTL:

-Open the File
-Klick away all Error Messages
-klick the import Icon (green/Icon bar at the Top the fifth icon)
-go to folder 907
-import 907_SIM_GTC_AlfaGTAIcon.tga
-now mark a 3d-File (gMotor Multi TriStrip)
-klick away all error messages
-klick the export Icon (blue/Icon bar at the Top the sixth icon)

I think it is important, that the imported grafic file has a number at the beginning so it can get at the top of the file List in the .gtl Package.

Two More Important Programs:

3DSimed for textures and materials.
Zmodeler for import and export of mesh Files
Photoshop
3dsmax

There are many more little helpers under GeeDees  link all from private to private dont forget to say thank you for it (I havent done it not often enaugh)

Greetings
Muddie
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johnny_303



Anzahl der Beiträge : 18
Anmeldedatum : 2017-06-08

PostSubject: Re: Help needed in modding   Thu 15 Jun 2017, 8:53 pm

Hello again. Thanks for the kind replies. Very useful.
Since yesterday I've been searching for modding tutorials,
and read some, for different games, and so I got
3dsimed, and zmodeler, and a few other small tools.
I now need to find out info on how to the physics bit,
what parameters from the real car are needed.
I will search some more, and learn about it. If anyone wants
to share some info about that, that´d be great.
Thanks for you help guys.

JG
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0fflabeluse



Anzahl der Beiträge : 77
Anmeldedatum : 2015-01-08

PostSubject: Re: Help needed in modding   Thu 15 Jun 2017, 9:07 pm

First of all: Congrats for choosing a enjoyful hobby! Smile

Then you already got a few good pointers. My recommendation would be not to start with 3rd party models and try to get them into the game, but instead use some of the original material that came with the game. Play a bit around how unpacking and packing works, get 3d files into your programms, make small changes, get them back into the game, learn about the file structure, the syntax of the files. So far nothing for release, just a bit of playing around, getting a feeling and learning. Then the next steps, bit larger, bit more adventurous. If you feel safer about how that stuff works, you might want to have a look at some complete scratch or new content.

Concerning physics, opinions differ there. Playing around is fun, if you know what you're doing, it sure helps if one has some basic knowledge about real life physics, knows a thing about automotive engineering and vehicle dynamics and knows some maths. Its not all that hard if you are familiar with that stuff and the physics files, but its a bit of a mountain to climb, nontheless.

Don't start to with something to ambitious, you'll get lost in the process and most likely give up! Else, have fun! Smile
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freeracer

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Anzahl der Beiträge : 86
Anmeldedatum : 2015-08-21
Ort : Brazil

PostSubject: Re: Help needed in modding   Fri 16 Jun 2017, 11:04 pm

You have chosen a great hobby. Evollutiom-modding and http://trackaholics.nstars.org are the ultimate stronghold of GTL / GTR2, the best and most complete sims ever made. My suggestion is to start a project, a car to start, it may be the car you use day in and day out, a car that you would very much like to see in the game, you choose. It may be a conversion from another game, a 3d found on the internet ... the easiest conversion is from rfactor to Gtr2, by sharing the physics and requiring few changes. Conversions from other games can be trickier, but once done once, the second is done with eyes closed. I say to start a project so that you can exhaust your doubts with the rest of the community, and believe me, there are many good people willing to help. This way you can learn all the steps. I advise using Gtr2 because it is more modern than Gtl (the base is the same, the cars are portable between them). I also suggest - you will hear this many times - that the best way to understand how things work is to look at the original cars. Then explore the original files of the game (text files, 3d, 3d material names, skins, etc.). Be welcome João, come make fantastic cars and new friends. Saudações.
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https://drive.google.com/open?id=0B32bStC68dgmfjNKdTRab2dpdW5pS2
johnny_303



Anzahl der Beiträge : 18
Anmeldedatum : 2017-06-08

PostSubject: Re: Help needed in modding   Sat 17 Jun 2017, 12:04 am

Thanks to all for your help. Like you guys suggested, I'm first
going to use ready made models, opening them in 3dsimed,
trying stuff out, modifying small things and see if
it works ok afterwards. Plenty of info from your replies,
and I also found some tutorials and videos, also
very helpful. It's an enjoyable hobby and you get to share your
creations with fellow sim racers, which is great.
I will continue experimenting until I feel confortable to
create something of my own. I will keep you up to date.
Thanks again.
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Zee

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Anzahl der Beiträge : 527
Anmeldedatum : 2010-07-12

PostSubject: Re: Help needed in modding   Sat 17 Jun 2017, 8:29 am

Good luck and have fun mate but one tip to avoid hours of frustration. MAKE BACKUPS! If you're modding stuff have a 'Just in case...' folder on your desktop so if you mess up or get lost you can delete your mistake and drop the original back in. Cool

We usually learn that lesson the hard way... pale Rolling Eyes Sad
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GeeDee
Premium Member
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Anzahl der Beiträge : 3384
Anmeldedatum : 2010-06-23
Alter : 68
Ort : 1 hour from Croft and enough distance from Rick & Ney

PostSubject: Re: Help needed in modding   Sat 17 Jun 2017, 8:37 pm

Zee wrote:
Good luck and have fun mate but one tip to avoid hours of frustration. MAKE BACKUPS! If you're modding stuff have a 'Just in case...' folder on your desktop so if you mess up or get lost you can delete your mistake and drop the original back in. Cool

We usually learn that lesson the hard way... pale  Rolling Eyes Sad  

and just to add, save often just in case you accidently close something and you can't get it back after many hours of work. clown
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johnny_303



Anzahl der Beiträge : 18
Anmeldedatum : 2017-06-08

PostSubject: Re: Help needed in modding   Mon 19 Jun 2017, 11:32 pm

Hello guys.
About the backups I agree it is important,
I began making music back in '94, in the old dos days,
and with no auto saves, or back up folders, I used to
save a lot and make backups, so I'm kinda used to that.
I already started using 3dsimed, and tried to some exporting,
and opening the model in blender, and so far it´s working.
Soon I'll start doing some modifications to the body,
and to the car's physics, and see if it works.

cheers,

jg
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Muddie7272

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Anzahl der Beiträge : 119
Anmeldedatum : 2015-01-26

PostSubject: Re: Help needed in modding   Tue 20 Jun 2017, 6:29 pm

Hey Johnny

About import and more important Export:

I had many problems with the export from 3dsmax. I tried it for a long time with .3ds-files, but the smoothing info and the position was a great issue all the time. Now i found a way whith works better. I export as .obj-file (wavefront) import in zmodeler and export from there as .gmt. You need for this zmodeler2.2.6. (zmodeler2.2.1 cant handle .obj-files)

I dont know if blender can handle .obj-files, but if not, i found this in the web:

https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Wavefront_OBJ

hope this can help you.

Greetings
Muddie
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0fflabeluse



Anzahl der Beiträge : 77
Anmeldedatum : 2015-01-08

PostSubject: Re: Help needed in modding   Tue 20 Jun 2017, 6:43 pm

Why not export MAX as rF-MTS using the ISI-provided tools and convert them to GTL/GTR-MTS?
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Muddie7272

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Anzahl der Beiträge : 119
Anmeldedatum : 2015-01-26

PostSubject: Re: Help needed in modding   Tue 20 Jun 2017, 7:00 pm

Hey Offla

I dont know. It works fine and i dont look further, but you make me curious. Please explain?

PS:
I have released my Mod. We talk a little bit about the performance issues. What do you say about the result?
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0fflabeluse



Anzahl der Beiträge : 77
Anmeldedatum : 2015-01-08

PostSubject: Re: Help needed in modding   Wed 21 Jun 2017, 3:33 pm

Sorry, I couldn't really look into the final release, yet, had no time.

ISI released plugins for 3DSM 8, 9, 2009 and 2010 for rFactor, so you can finish the model of you car, export as rF-MTS, and then use the program of your choice, like Z-Modeller 2 or 3DSimEd. No fooling around with file formats that mess up your mapping, maps, smoothing, orientation et al. Smile
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johnny_303



Anzahl der Beiträge : 18
Anmeldedatum : 2017-06-08

PostSubject: Re: Help needed in modding   Thu 22 Jun 2017, 9:51 pm

Hello guys. I've been trying out 3dsimed. I would like to know
if it is possible to use it save the car file directly, or is it
necessary to unpack and pack the gtl files for each obj?
( I dont see much use in opening the .car file, if you can´t
update it after you have modified something. Maybe it´s
just for viewing purposes ).
Thanks in advance,

JG
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Muddie7272

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Anzahl der Beiträge : 119
Anmeldedatum : 2015-01-26

PostSubject: Re: Help needed in modding   Thu 22 Jun 2017, 11:38 pm

WOW!!!

I never get this Idea to put a .car-file in 3dSimed. Its great. For now i have no clue for what is it good. But i bet it is nessesary for something. If any guy works with this 3dSimed feature in any way, please share your wisdom with us.
What i know is:
Under the Tag Display there is an "object filter." There you can show every object isolated or hide som objects from the display. In the Export Tab there is this feature. "Save Objects, add to GTL" i dont use it, but i think here can you export directly to a .gtl-file.

Greatings
Muddie
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Soze
Premium Member
Premium Member


Anzahl der Beiträge : 383
Anmeldedatum : 2010-10-17

PostSubject: Re: Help needed in modding   Fri 23 Jun 2017, 9:03 am

Yes, you can. 3dsimed will save the meshes themselves and them prompt the .GTL container to save them in it.

I don't use it either, I prefer to do things manually and repack when I'm done editing.
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johnny_303



Anzahl der Beiträge : 18
Anmeldedatum : 2017-06-08

PostSubject: Re: Help needed in modding   Mon 26 Jun 2017, 7:28 pm

Hello again. I have sucessfully modded a car, and got
it working in gtl showroom, but the model isnt quite centered.
Does anyone know what position should the model be to appear centered?
Also, is it possible to export from 3dsmax ( or blender ) with
the correct materials and textures, or do you have to do that
only in 3dsimed?

thanks in advance,

jg
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freeracer

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Anzahl der Beiträge : 86
Anmeldedatum : 2015-08-21
Ort : Brazil

PostSubject: Re: Help needed in modding   Tue 27 Jun 2017, 10:57 pm

johnny_303 wrote:
Hello again. I have sucessfully modded a car, and got
it working in gtl showroom, but the model isnt quite centered.
Does anyone know what position should the model be to appear centered?
Also, is it possible to export from 3dsmax ( or blender ) with
the correct materials and textures, or do you have to do that
only in 3dsimed?

thanks in advance,

jg


In the 3dsimed: 1- menu "file> import as object" , select all the gmts files from the veichle (So you edit all at the same time), 2- <enter> ... 3- menu "edit> translate" on the y axis to centralize your vehicle... in front of the car the value is negative, back positive .. Then just export to save objects or add to .gtr

easy

good luck
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https://drive.google.com/open?id=0B32bStC68dgmfjNKdTRab2dpdW5pS2
johnny_303



Anzahl der Beiträge : 18
Anmeldedatum : 2017-06-08

PostSubject: Re: Help needed in modding   Thu 29 Jun 2017, 8:47 pm

thanks freeracer. I'm going to give it a try tonight.
Hopefully I'll get it centered without any problems.

cheers,

jg
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johnny_303



Anzahl der Beiträge : 18
Anmeldedatum : 2017-06-08

PostSubject: Re: Help needed in modding   Tue 04 Jul 2017, 10:26 pm

Hello again, guys. So far I've successfully modified
a vehicle and got it running in the game.
So, next I guess I'll start working on a new vehicle.
I saw these cars, and maybe I'll try and create at least one
of them.


Which one should I try to do?
Maybe some other opel vehicle ( I would like to do an old school opel,
its one of my favorite car brands. Suggestions are welcome,
possibly for a next project.
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ney.dias

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Anzahl der Beiträge : 1887
Anmeldedatum : 2010-06-23
Alter : 69
Ort : Rio de Janeiro - Brazil - not so close to Le Mans

PostSubject: Re: Help needed in modding   Wed 05 Jul 2017, 1:29 am

Hi Johnny! What do you think about the Opel Commodore, made by DonPanoz?
It's a very nice car for you to work.

http://www.nogripracing.com/details.php?filenr=28937
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jeannomiller
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Anzahl der Beiträge : 1737
Anmeldedatum : 2010-06-22
Ort : Germany

PostSubject: Re: Help needed in modding   Wed 05 Jul 2017, 6:25 am

Opel GT is already available for GTL (released 2012):

http://gtr4u.de/filebase/index.php/Entry/3357-Opel-GT-for-GTLegends-by-Team-CC/

_________________
So long.

Jeannomiller
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Zexer



Anzahl der Beiträge : 112
Anmeldedatum : 2016-08-20
Alter : 24

PostSubject: Re: Help needed in modding   Wed 05 Jul 2017, 12:56 pm

The Commodore Gr.5 would nice a nice car, if I had to choose a project, I'd take that one.
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johnny_303



Anzahl der Beiträge : 18
Anmeldedatum : 2017-06-08

PostSubject: Re: Help needed in modding   Wed 05 Jul 2017, 7:24 pm

hello guys. ney, I also have the donpanoz commodore, its pretty good.
But the one on the photo is the commodore B, and the donpanoz is a
model A. But it may still be helpful to take some comparative information.

About the opel gt release, I also have that one, jeanno, but this is the
opel gt steinmetz, which has a 2800cc, 6 cyl engine, which I think is
the same as the commodore. It sounds pretty good, here's a nice video
of the car on track.



I could try to add this engine to a opel gt,
and do some visual modification to the body and maybe cockpit to
make it more similar to the steinmetz opel. There's also the conrero model,
which is similar I think. I think team CC's opel gt also has a conrero skin,
which is pretty spot on. I will not use any model parts, unless they are free
to use or only if I have permission.

Hi mr zexer, I also enjoy the jumbo commodore, maybe I'll look into that,
see if there are more pictures, and hopefully I can get some physics info
about the base car ( commodore B ), and modify them according to
the race car specs ( less weight, arb's, better tyres, better aero, etc ).
I was also looking at a manta A turbo, which is think is cool.



Maybe for a next project.
Thanks for the feedback guys.
I'll start looking for some info about these cars,
to see if I can get them done.

Cheers,

jg
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