Modding Questions Thread

What do "helmet section" in databse? "helmet_metallic_specular_power", "helmet_metallic_specular_value", etc........

What i most modify to make low glow helmets? or what is the diference between power and value?
 
To get low glow helmet (just a litle) we most set the "_power" parameters in a high number (i set 999), but this doesnt change the generics helmets (carrer helmets), my question, there is a way to know the "driver id" for the carrer driver? In helmet section i see drivers id, but there is not the carrer driver id, how i know it?

Thanks for any reply :coffee:
 
Anyone knows, in which document is this classification clock, thanks in advance:thumbsdown:
f1_20122013-01-0313-1firdx.jpg
 
Hello guys , Can someone tell me how to edit the file of cameras to red bull becouse ingame the came of tv i think is very close and i don`t like it .

Here the picture for what i talk about :


How can i make the camera just like the Torro Rosso car i mean i want to move a litle the camera forward ?

Pleace help .
 
v1tek

Use BXML editor. Simply use open with on a file and select the Ryder BXML Editor.exe.

If it asks you for conversion number, you have to make sure to remember the original type (it tells you when converting to normal text format), and then look in the readme for which number converts to which type.
 
Hi all,

I need a hand with something. I'm trying to take a super high resolution image of each of the games circuits from a 90 degree, top down perspective. This is required for an editor I'm building which will help modders obtain game coordinates, and more specifically automate the drawing of regions over the circuit which can then automatically be exported to plaintext game compatible XML files. This is currently to help development of the Safety Car Fix mod, but my tool will possibly offer other functionality and provide useful for other types of mod (I'm thinking replay camera positioning for example).

So far I've built a custom script to navigate around the scene in 3DSimEd and take screenshots, saving them to disk (See an example here). I've then also written a Photoshop script (Here's a preview) to combine the out put of the previous script into one huge circuit image. The scripts are basically working, minus some minor rounding issue, and I thought I was home and dry except for one thing. (Here's a preview of one of the hires outputs of my tests)

I've done some tests with manually creating screenshots and aligning them and it appears that the way 3DSimEd renders the view, even when the angle is set to a dead on top down perspective all parts of the corresponding tiles don't align. It's as if there is some slight perspective/distortion problem.

Now, it seems that there won't really be a way to fix this, unless there is some hidden setting in 3dSimEd which I can use to set the view to use an orthographic projection or something which won't exhibit this distortion.

My only other option seems to be to try and use a different application to open/render the circuit map. The only thing that comes to mind then is 3DSMax. I don't have this software, but could download the trial (although it will take me a while.. slow internet). I'm wondering if it's possible, and if anyone has achieved, opening a circuits tracksplit.pssg in 3DSMax and having it shown complete with textures like 3dSim3D (A wire-frame is useless to me for this use case). If so, can you explain how to achieve this?

If it is possible in 3DsMax I should be able to modify my script to support a different application, so long as that application allows you to set the position of the view either via direct input. If it only supports moving the view using keys (instead of direct numerical input) that may also work (and perhaps even better) with some slight modification.

Failing that, does anyone have any other ideas. Figuring this out is crucial to the development of the tool. If this gets sorted, there's only one more hurdle which I'm slightly cautious about.

Any ideas let me know.

Thanks guys,
Wills
 
v1tek

Use BXML editor. Simply use open with on a file and select the Ryder BXML Editor.exe.

If it asks you for conversion number, you have to make sure to remember the original type (it tells you when converting to normal text format), and then look in the readme for which number converts to which type.
Not working for me this program! An error. I sent you a private message with a request.
 
Hi, I need some advice on tier performance.

If I change the ai tier characteristics in the database so tier 1 2 and 3 have the same value of 1, will the performance and places of the teams still be realistic because of the engine performance etc?

I am trying to close the gap between the top teams and tier 2 and 3 in the race but still see the best teams have an advantage with power etc.
 
Hi, I need some advice on tier performance.

If I change the ai tier characteristics in the database so tier 1 2 and 3 have the same value of 1, will the performance and places of the teams still be realistic because of the engine performance etc?

I am trying to close the gap between the top teams and tier 2 and 3 in the race but still see the best teams have an advantage with power etc.

The engine performance (actually the whole file) in the ctf files for all the ai is the same. If you change the tiers all to 1 the top teams will still have a slight advantage because of the engine power per tier table.
 
Need help, what can i change to take off the accelerations & brake effects on this camera? Its from Red Bulls Cam, Its the Centered T-Cam

</View>
<View type="Mounted" ident="bonnet" reverseCamera="head-cam_reverse" hidden="false" spectator="false" useInSplitScreen="false" renderParticlesBeforeGrass="false" transitionType="switch" transitionSpeed="0.0000" transitionStrength="0.0000">
<Parameter name="renderParticlesBeforeGrass" type="bool" value="false" />
<Parameter name="yaw" type="scalar" value="0.0000" />
<Parameter name="pitch" type="scalar" value="0.1150" />
<Parameter name="roll" type="scalar" value="0.0000" />
<Parameter name="offset" type="vector3" x="0.0000" y="1.0280" z="-0.2682" />
<Parameter name="fov" type="scalar" value="49.600" />
<Parameter name="nearPlane" type="scalar" value="0.1570" />
<Parameter name="highResInterior" type="bool" value="true" />
<Parameter name="DisableDriverHead" type="bool" value="false" />
<Parameter name="DisableDriver" type="bool" value="false" />
<Parameter name="DisableCoDriver" type="bool" value="false" />
<Parameter name="axisScale" type="vector3" x="0.0000" y="0.0800" z="0.0800" />
<Parameter name="axisScaleForTilt" type="vector3" x="0.2000" y="0.2000" z="0.2000" />
<Parameter name="twistScale" type="vector3" x="-0.1423" y="0.0000" z="0.4107" />
<Parameter name="maximumShift" type="scalar" value="0.0000" />
<Parameter name="movementSpeed" type="scalar" value="0.0000" />
<Parameter name="tiltDistance" type="scalar" value="1.0000" />
<Parameter name="shakeAngle" type="scalar" value="158.1500" />
<Parameter name="shakeDamping" type="scalar" value="0.1450" />
<Parameter name="shakeMinSpeed" type="scalar" value="0.0000" />
<Parameter name="shakeMaxSpeed" type="scalar" value="90.0000" />
<Parameter name="shakeScaleX" type="scalar" value="0.8440" />
<Parameter name="shakeScaleY" type="scalar" value="0.9480" />
<Parameter name="shakeRotationSpeed" type="scalar" value="0.9000" />
<Parameter name="finalMovementScale" type="scalar" value="1.0000" />
<Parameter name="offsetOnly" type="bool" value="false" />
<CorneringForces>
<Parameter name="enabled" type="bool" value="true" />
<Parameter name="rollLimitInDegrees" type="scalar" value="2.0000" />
<Parameter name="rollSmoothingScale0To1" type="scalar" value="0.4000" />
<Parameter name="yawLimitInDegrees" type="scalar" value="2.0000" />
<Parameter name="yawSmoothingScale0To1" type="scalar" value="0.4000" />
</CorneringForces>
<GroundBumpinessForces>
<Parameter name="enabled" type="bool" value="true" />
<Parameter name="limitInMilimetres" type="scalar" value="0.9020" />
<Parameter name="limitInDegrees" type="scalar" value="0.9020" />
</GroundBumpinessForces>
<SlipStreamingForces>
<Parameter name="enabled" type="bool" value="true" />
<Parameter name="dirtyAirPoint0To1" type="scalar" value="0.2540" />
<Parameter name="dirtyAirSpread0To1" type="scalar" value="0.7500" />
<Parameter name="limitInMilimetres" type="scalar" value="1.1560" />
<Parameter name="limitInDegrees" type="scalar" value="0.0920" />
</SlipStreamingForces>
<AccelerationForces>
<Parameter name="enabled" type="bool" value="true" />
<Parameter name="pitchLimitInDegrees" type="scalar" value="2.0000" />
<Parameter name="smoothingScale0To1" type="scalar" value="0.2500" />
</AccelerationForces>
<RevvingForces>
<Parameter name="enabled" type="bool" value="true" />
<Parameter name="pitchLimitInDegrees" type="scalar" value="0.2500" />
</RevvingForces>
<VehicleDamageForces>
<Parameter name="enabled" type="bool" value="true" />
<Parameter name="faultEffectDuration" type="scalar" value="0.4000" />
<Parameter name="faultEffectScaleInMilimetres" type="scalar" value="17.0000" />
<Parameter name="faultEffectRotationInDegrees" type="scalar" value="0.5000" />
<Parameter name="brakeDamageCarSpeedForMinEffect" type="scalar" value="10.0000" />
<Parameter name="brakeDamageCarSpeedForMaxEffect" type="scalar" value="50.0000" />
<Parameter name="engineBlownDamageScaleInMilimetres" type="scalar" value="9.0000" />
<Parameter name="engineSeizedDamageScaleInMilimetres" type="scalar" value="19.0000" />
<Parameter name="engineDamageCarSpeedForMinEffectInMPH" type="scalar" value="10.0000" />
<Parameter name="engineDamageCarSpeedForMaxEffectInMPH" type="scalar" value="50.0000" />
</VehicleDamageForces>
<SpeedAndAccFOVMod>
<Parameter name="speedAccFOVEnabled" type="bool" value="false" />
<Parameter name="speedAccFOVMaxSpeed" type="scalar" value="29.1910" />
<Parameter name="speedAccFOVScale" type="scalar" value="0.1100" />
<Parameter name="speedAccFOVChangePerSecond" type="scalar" value="2.0000" />
</SpeedAndAccFOVMod>
<SpeedOnlyFOVMod>
<Parameter name="speedOnlyFOVEnabled" type="bool" value="false" />
<Parameter name="speedOnlyFOVMaxSpeed" type="scalar" value="14.4510" />
<Parameter name="speedOnlyFOVScale" type="scalar" value="0.2020" />
<Parameter name="speedOnlyFOVChangePerSecond" type="scalar" value="2.0000" />
</SpeedOnlyFOVMod>
<Parameter name="dofEnabled" type="bool" value="false" />
<Parameter name="dofDynamicDistance" type="bool" value="true" />
<Parameter name="dofStaticNearPlane" type="scalar" value="100.0000" />
<Parameter name="dofStaticFarPlane" type="scalar" value="200.0000" />
<Parameter name="dofDynamicNearDelta" type="scalar" value="-50.0000" />
<Parameter name="dofDynamicFarDelta" type="scalar" value="100.0000" />

Im new about effects in cam, please any help :roflmao:
 
The engine performance (actually the whole file) in the ctf files for all the ai is the same. If you change the tiers all to 1 the top teams will still have a slight advantage because of the engine power per tier table.

So if I change every tier to 1, the top teams will still have an edge, but the tier 2 and 3 teams will be more competitive?
 
The engine performance (actually the whole file) in the ctf files for all the ai is the same. If you change the tiers all to 1 the top teams will still have a slight advantage because of the engine power per tier table.

So if I change every tier to 1, the top teams will still have an edge, but the tier 2 and 3 teams will be more competitive?
 

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