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.
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:
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.
No. Those games use a different .gmt file format and conversion of those files is not supported by rfactortools at the moment.
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.
<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.
A texture file is missing, if you are sure that it is contained in the .mas, check for .mas file naming conflicts.
A mesh file can't be found, either missing or a .mas
name conflict.
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.
- .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
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
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)
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.
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.
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.
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.
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.
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.
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:
- http://www.gtr3.co.uk/forum/index.php?t=msg&th=102&goto=710&#msg_710
- http://www.gtr3.co.uk/forum/index.php?t=msg&th=114&goto=793&#msg_793
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.
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.
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 .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.
This thread contains a lot more info on how to tweak specific things about tracks:
- http://www.gtr3.co.uk/forum/index.php?t=msg&th=102
- http://yoss.free.fr/rfactornfr/Modding_Tutorial_Website/overview.shtml
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).
No idea, might be a bug in the original mod.
No idea, happens in multiple mods, so it might be more then a random mod bug.
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.
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
.