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SR4L - 1973 Porsche 911 RSR Season Official Announcement
#61
http://GIMP 911RSR73 template v1
http://PSD (GIMP Exported) 911RSR83 template v1

Mediafire template links above. Please let me know of any issues. Feel free to improve the template detail if you can but please also retain attribution notices and redistribute for SR4L users if you find them useful.

   
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#62
Great job Myles Smile
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#63
DJCruicky, post: 29509, member: 10 Wrote:Great job Myles Smile
Thanks.

It seems that an aspect ratio of approximately 0.4 to 0.5 works well for logos on the sides but a ratio of something like 8.0 seems ok for the bonnet (tested using roundels).
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#64
If you change the size of your template to 2048x3072 then aspect ratios are not a problem. Your template is 2048x2048.
   
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#65
Ah, ok - I’ll try to sort that later as it’s a bit of a pest.
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#66
Here we go - re-scaled to 2048x3072.
http://GIMP 911RSR83 template v1.1 (XCF format)
http://PSD (GIMP Exported) 911RSR83 template v1.1

I've also uploaded a document I created a year ago that walks you through how I create skins using the 'new' method that supports Regions (i.e. the materials editor) as Ed Pond asked after one...

http://Painting Skins using New Method -...es Davison
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#67
However, these cars don't really support regions; most have a global region file. A few have a custom region (those silver ones) but if I recall correctly you can't make your own on them either. Likewise with the BMW M1 -- only two of them allow custom regions, according to their documentation. It's a shame.
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#68
Keeper, post: 29517, member: 599 Wrote:However, these cars don't really support regions; most have a global region file. A few have a custom region (those silver ones) but if I recall correctly you can't make your own on them either. Likewise with the BMW M1 -- only two of them allow custom regions, according to their documentation. It's a shame.
As far as I can tell, the Regions are working ok (but I’ve only tested them fairly minimally and only using the 08 car as a base).

For the skin I’ll be using in the Tuesday fun race this week, I have set the bumpers and sills to matte carbon, bodywork to car paint and ‘number’ roundels to vinyl. They do seem to individually respond in the showroom editor but i’ve not tried the funky stuff (chrome). To clarify - editing the material for one region does not seem to affect the appearance of another.

The one thing that didn’t appear to do anything was the paint lacquer effect - but I can’t remember if this requires specific regions such as the Alpha region. I exported my region file as DXT1 (rather than 3) as I specifically didn’t use the Alpha.

Also worth pointing out (particularly for anyone following the guide) that the Team Car creation step still appears to be broken as of the New UI era. Ed confirmed that he could see my skin just fine yesterday when using it as a straight skin for an existing car choice, but when I tried to create it as a Team Car, I got booted as soon as the server clicked over from Warmup to Race.
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#69
Regions seem to be working - bumpers, below, saved as Black and then set to Chrome - bodywork in Car Paint and logo roundels as matte vinyl....

   
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#70
   

Sorry Myles, this is the first thing I thought of when I saw your skin Big Grin.
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#71
I wish I had the time, energy and focus to make it through your 45 page document, Myles, but it's a bit overwhelming. I just want a colour that isn't confused with other cars given that we don't have driver labels.
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#72
I guess those cars with the chrome then do have customizable regions, but alas the others do not. I'm driving based on the existing #84 car since that matches the number I actually race with normally anyway. No editable region on that one. No metallic purple for me...
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#73
Ed - http://Ed Pond Skin

Try this.

You'll need to select your chosen base car, go Customize->Create->Create Skin Dir->Refresh and then pull down the Skin dropdown. Check the extra filename (something like P911_73_05) and go find that folder in your Userdata/Player/Settings/Porsche_911_RSR_73 folder.

Drop the zipped files in there, go back to the workshop and Refresh again - then check the dropdown. You should see a new entry (Alt_Ed1) - select that and you should be good to go.
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#74
Thanks, Myles!
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#75
Something to watch out with this car is a bad collision mesh model.
Had a few moments like this where 2 cars can join together.

Video from last nights online fun race.


This is what the collision mesh looks like in a 3D program.

As you can see there are wide gaps at the front and the bottom is totally missing.
The video shows me comparing it to a car from a different car mod that is done correctly.

So, my advice is Just don't touch my bottom and we be fine ok Big Grin.

   
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#76
There seems to be many problems with this car, should we have a backup car to replace it if the problems become unbearable? e.g something similar like the bmw m1. Just as a safety net to fall back on if this car becomes too problematic.
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#77
If I can just jump in and comment basically as an outsider, that collision mesh is very bad news. They should look like a blob (as the video comparison shows) with basically no holes or hollows. I don't know if this is a quick rip or the modder is just inexperienced with rF2, but using a low-poly version of the normal body mesh will never work properly.

If you wanted you could repackage the mod and remove the collision mesh from the .gen entirely, as the auto generated one would work better (or, obviously, make your own better mesh) but I realise that may not be the way you want to run things. I suspect you'll end up with some disappointing outcomes if you race with it the way it is though.
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#78
LazzaW, post: 29542, member: 711 Wrote:If I can just jump in and comment basically as an outsider, that collision mesh is very bad news. They should look like a blob (as the video comparison shows) with basically no holes or hollows. I don't know if this is a quick rip or the modder is just inexperienced with rF2, but using a low-poly version of the normal body mesh will never work properly.

If you wanted you could repackage the mod and remove the collision mesh from the .gen entirely, as the auto generated one would work better (or, obviously, make your own better mesh) but I realise that may not be the way you want to run things. I suspect you'll end up with some disappointing outcomes if you race with it the way it is though.
That's a good point, I'll check if I can set a test server with a modified version of the car removing the collision mesh from the gen file. I'll dig into it.
SR4L discord channel: https://discord.gg/h5RZTcEcbA
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#79
Please, go and check Server 4 for some collision testing
SR4L discord channel: https://discord.gg/h5RZTcEcbA
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#80
Did some brief testing with DJ on server 4. Collisions seemed normal - no catapulting between dimensions. However front bonnet and engine cover were missing, sometimes reappearing.
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