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Frequently Asked Questions about converting rFactor mods

Add-on cars show up in the Mini Challenge races in GSC2013, how to fix that?

All the converted vehicle mods currently go into the reiza5 class, which is used for the Minis and causes them to show up in races with the Mini Challenge. To fix that edit the .veh files in GameData/Vehicles/Mini_Challenge/ and change:

Classes="reiza5"

to:

Classes="reiza5,MiniChallenge"

There might be cleaner ways without modifying those files, but this seems to work, at least for single player.

"Error loading texture sky.tga for material Sky"

To use converted tracks, you need to install the base mod gsc2013-missing-track-textures.7z, it contains the missing sky textures:

https://mega.co.nz/#!zlRFTAjD!byvxHGBi-19Cj9maG4bSTUqMX19lJuULKCAQbQ7Lr0g

If you want to tweak the sky textures manually, copy the unencrypted sky00.dds, sky01.dds, sky02.dds, sky03.dds and sky04.dds over to GameData/Locations/. Copying those files into the track's directory, into the same directory where the .mas files are, works too.

The different sky textures are used for the different daytimes:

  • 00: dusk
  • 01: day
  • 02: clouds
  • 03: dawn
  • 04: night

Some more info can be found at:

Force Feedback is inverted in some mods

The exact reason for this unknown, but force feedback can be inverted in the GSC2013 settings or by pressing Ctrl+Numpad_8 directly in the game.

Can I convert GTL, GTR2 or Race07 mods?

No. Those games use a different .gmt file format and conversion of those files is not supported by rfactortools at the moment.

How do rFactor and GSC2013 differ?

rFactor and GSC2013 use the same engine. The overall file structure is the same for both. In GSC2013 the content of .mas files and .gmt files have to be encrypted to be recognized by the game. The SearchPath for .mas files is also handled differently and needs to be adopted when converting mods.

What is the meaning the SearchPath in .gen files and of the and variables?

  • <VEHDIR> gets expanded to [...]\GameData\Vehicles\
  • <TEAMDIR> gets expanded to the directory where the .veh file is located

In rFactor <VEHDIR> seems to get expanded to [...]\GameData\Vehicles\{MODNAME}\ which makes it necessary to tweak the path in many mods.

"Error loading texture name"

A texture file is missing, if you are sure that it is contained in the .mas, check for .mas file naming conflicts.

"Error loading mesh name to memory"

A mesh file can't be found, either missing or a .mas name conflict.

"Wrong GMT Version(or GMT version not allowed)"

The .gmt file is not encrypted or encrypted with the wrong key, use rfactorcrypt.py to check what the status of the file is and fix it.

What are all the different file formats in rFactor/Race07/GameStockCar2013?

  • .aiw: AI waypoints
  • .ani: animated flag marshals
  • .cam: camera positions
  • .car: Race07 analog to .veh
  • .cin: same as .grd in GameStockCar2013
  • .dds: DDS textures
  • .gdb: track file, contains rules, location, lighting, names, etc.
  • .gen: Same as .scn, used for cars
  • .gmt: 3D models
  • .grd: pre race cutscene presentation script in Race07
  • .hat: compiled form of the .aiw file
  • .inccar: Race07 analog to .veh, gets included by .car files to share data between cars
  • .mas: zip-like archive file containing textures and 3D models
  • .scn: scene defintion file, used for tracks
  • .tdf: defines grip and track surfaces
  • .tga: textures
  • .trk: Race07 analog to .scn files
  • .veh: vehicle file

How are vehicle menu graphics done in GameStockCar2013?

A 252x64 TGA file placed next to the .veh file. For:

GameData/Vehicles/F_Reiza/Brackley GP/Brackley8.veh

this becomes:

GameData/Vehicles/F_Reiza/Brackley GP/Brackley8number.tga

How are track menu graphics done in GameStockCar2013?

If the track file is GameData/Locations/Jacarepagua/Jacarepagua1/Jacarepagua1.gdb then the loading screen becomes:

GameData/Locations/Jacarepagua/Jacarepagua1/Jacarepagua1_loading.jpg

and the menu thumbnail becomes

GameData/Locations/Jacarepagua/Jacarepagua1/Jacarepagua1mini.tga

Loading screens are 800x600 or 1024x768, they get stretched to the full screen resolution inside the game.

Menu thumbnails are ~252x249 (size can varry)

How are tracks assigned to karts or race cars?

This is done via the Filter Properties setting in the .gdb file of the track. GSC2013 uses these settings:

Filter Properties = * StockV8

Filter Properties = * Kart

rFactor mods use different ones, so they have to be changed to show up in GSC2013.

Sounds are not working when using older/newer GSC mods

GSC2012 has sounds stored in GameData\Sounds\StockCarV8

GSC2013 has sounds stored in GameData\Sounds\

Move the sound into the proper directory to fix any issues.

Sound not working in converted rFactor mods

The .sfx file defines which sounds are used, in some mods the file path needs to be changed to include the mod name. Other mods might depend on a base mod that contains all the sound and not contain sound files themselves.

GameStockCar2013 crashes when starting the mod

No idea, happens with a tiny handful of mods. Use GSC Sync.exe to make sure that no important files got accidentally overwritten and remove the mod.

Some files need modifications, how do I automate that?

minised-gui.exe is included with rfactortools and allows you to search and replace text easily across multiple files. It has full support for regular expressions if you need them.

What are the most common issues with vehicle conversion?

Many mods contain a cmaps.mas that conflicts with the cmaps.mas provided by GameStockCar2013. Solution to that is to change all references to cmaps.mas in the mod by appending the name of the mod directory, i.e. in the .gen files MASFile=cmaps.mas would be changed into MASFile=SRM_1990\cmaps.mas.

The SearchPath also often needs the addition of the mod directory name, i.e. SearchPath=<VEHDIR>\SomeDir would become SearchPath=<VEHDIR>\Modname\SomeDir.

Those two changes are all that should be needed for most vehicle mods.

The latest versions of rfactortools should make those changes automatically.

What are the most common issues with track conversion?

The skybox is handled slightly differently in rFactor and GameStockCar2013 and you will often get messages about horizont.gmt or broken skyboxi.

Editing the .scn file of the track and removing the INSTANCE=skyboxi { ... } will make the error messages go away, it will however leave you without a sky. You can replace the skyboxi section and add a sky.mas file from another mod to get a sky back. See these links for more detailed instructions:

In the .gdb file the TestDaystart might not be set, add a line TestDaystart = 14:00 to cause tests not to start at the default value (9:00).

In the .tdf the grip levels might need adjustments, i.e. change RoadDryGrip=1.00 to something like 1.02-1.04.

The game might complain about missing RACEGROOVE.dds or SKIDHARD.dds, copy those files over into the directory of the .scn file.

Part of the cockpit is cut off

In the cars .cam file adjust the ClipPlanes for the COCKPIT camera:

LocalCam=COCKPIT
{
  [...]
  ClipPlanes=(0.0225000, 500.00000)
  [...]
}

Making the left value smaller should reduce the distance where objects are cut off. The value must be positive and not null. To small values will lead to z-fighting graphic errors on the track.

Parts of the car are visible in the mirror

Editing your .plr file inside USERDATA\(your name) and changing the 15 in Self In Cockpit Rearview="15" to 0 might help. Not sure how to fix the mod itself, will probably need some tweaking of the VISGROUP.

The tires on a vehicle flicker

The .gen file for the vehicle likely contains a series of conditonal mesh entries, like this:

[...]
Instance=RFTIRE
{
  Moveable=True
  <MAX>  <COMPOUND0EXISTS> MeshFile=<COMPOUND0>1_RF.GMT CollTarget=False [...]
  <MAX>  <COMPOUND1EXISTS> MeshFile=<COMPOUND1>1_RF.GMT CollTarget=False [...]
  <MAX>  <COMPOUND2EXISTS> MeshFile=<COMPOUND2>1_RF.GMT CollTarget=False [...]
[...]

No idea how to properly adopt that to GSC2013, but cutting down the entries to a single tire type should work, but then you won't get to see different tire profiles for different tire types.

Where can I find more info on conversion?

This thread contains a lot more info on how to tweak specific things about tracks:

Cockpit camera positions seems broken (too low, too high, shifted too left/right)?

No idea, might be bugs in the original mod. GSC2013 allows you to adjust the seat position to fix that or if that isn't enough you can turn on the free camera and navigate with the numpad into a better position (hold Shift for slower movement).

Steering wheel rotation is broken, it's rotation axis is wrong.

No idea, might be a bug in the original mod.

Right suspension is missing from open wheel cars

No idea, happens in multiple mods, so it might be more then a random mod bug.

The track is to bright

Find the .scn file for the track and edit the Light section, the intensity value should be 1.0 or smaller.

The latest versions of rfactortools should make those changes automatically.

Track complains that it can't open the .mas

Check the .scn of the track, some tracks must be installed into a subdirectory and not into the toplevel GameData/Locations/, either add the directory or adopt the SearchPath in the .scn.