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FAQ ON USING PARTS FOR RACER : Read this before asking, its probably been answered before.
 
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Author Topic: ::FAQ:: How to use parts  (Read 59907 times)
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.endo.
Winding Night Hooligan
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« on: August 14, 2005, 06:58:51 PM »

I put together a basic guide on how to use the parts found in this section, and hopefully it should ease the trouble of adding new parts to your car.



Wheels (Racer)
To substiture wheels in racer all you need to do is copy the .dof and texture files to the relevent car then swap the names of the wheel models in the car.ini to the names of the rims you downloaded. (remeber that you have to change this for all 4wheels of the car, however this does allow you to use differnt wheel models for each wheel)

i.e.


wheel0~wheel_front
{
     x=0
   ;-0.1
     toe=-0.24
   ackerman=1.166
     model
     {
          file=your wheel.dof
     }
     model_brake
     {
          file=Brake-Left.dof
     }
}


If the new wheel has a different diameter than the original file, you will have to edit the wheel radius given in meter in the car.ini.
Otherwise, the wheel might either sink into the ground or float in mid-air. To check the diameter, open the .dof in zmodeler, select all and Ctrl-A.
Most of the rims you find on here are scaled to fit the AE86 without changes.

Note that changing the wheel diameter has an influence on the car's performance and therefore should not be used in online races, official competitions and the like.

wheel_front
{
     y=0
     z=0
     camber=2.75
     steering=1
     powered=0
     lock=66
   mass=30
     inertia=1.1
     radius=0.2946
     rolling_coeff=0.015
     max_braking=1075
     braking_factor=1
     tire_rate=166713
     pacejka~pacejka
     {
     }
}




Shaders (Racer)

In order for your wheels to show up properly in the latest versions of racer you need to make sure that you add the following parts to the shader file.


shader_brake
{
     layer0
     {
          map=wheel.tga
      shininess=10
      specular=0.1 0.1 0.15 1
     }
}


the above bit of code for the car.shd is the shader for the tire and for the brake model of rims made by myself, for rims made by other people you will have to open zmodeler and check the name of the material of the tire, this is where you substiture the material name (in green) to the material in zmod, and the texture name (in blue) with the texture used by the tire.

The same is pretty much the same for rims themselves...

for my rims, the shader name is typically the same as the texture name (for ease of use)
so for example with the Longchamp XR4's both the material name and texture name are the same, and i use the following code for a chrome effect for the rims...


shader_xr4
{
     layer0
      {
            map=$trackenvmap
            texgen_s=reflection_map
            texgen_t=reflection_map
            texgen_r=reflection_map
            shininess=32
            specular=1 1 1 1
       }
     layer1
     {
          map=xr4.tga
          blendfunc=one src_alpha
     }
}


all in all the above things can be used for most parts, and even if a part you have downloaded does not have a shader file you can use the above as an example on how to create your own.




Dress Up Parts (Racer)

For anything like seats, mufflers, or anything else you will have to edit the car itself in zmod to add them to the model. This requires a certain amount of knowledge of zmodlers use but its not hard, since all you need to do is import the .dof file for the car, and the .dof file of the part and add them together. Any car that is in data.ar format cannot have new parts added to it since the file is locked, and most possible to stop people "adding" stuff to the model, if that's the case, its best to find another model to abuse.



All Other Games

Just import in to zmod, and export out.. or however the game has new models imported, unfortunately i can't provide support in these areas.



GENERAL NOTE

The great thing is all the parts hosted here are free, so not only does it save you time, but you get a lot of great stuff to play with, but please remeber that as long as you are using something that you must remember to credit the source. You may not thing that is a big deal, but it is, and its allways a the best idea, as well as common courtesty to acknowledge the hardwork of someone else.
« Last Edit: January 08, 2006, 10:23:16 AM by endo » Logged



"I'm just a cowboy.....a drifting cowboy"
Andrei_DaRacer
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« Reply #1 on: September 13, 2005, 03:38:33 PM »

i have a problem...

Look:

[attachment deleted by admin]
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.endo.
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« Reply #2 on: September 13, 2005, 03:49:41 PM »

I see your problem, your lack of taste has activated the "rice filter" that Racer has.


Lol, now for a constructive comment, the problem is you have are just sticking the models into zmod and then re-exporting.

what you'll need to do is:
1. Select all of the objects in the zmod file
2. Go to the bar on the left and select Create>Objects>UniteSelect
3. Then click on the selected objects and they'll join together to form one object called Union
4. Export, and it all should be all fine in game.

If you do this correctly and the parts still dont appear, make sure you've added the following shader.

Code:
shader_muffler
{
  layer0
  {
    map=muff-burn.tga
      shininess=60
      specular=1 1 1 1
  }
}
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"I'm just a cowboy.....a drifting cowboy"
ltm_awake
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« Reply #3 on: September 13, 2005, 11:02:10 PM »

Ive imported the wheels, but now I have no tires. whats the workaround for that?
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djrice
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« Reply #4 on: September 14, 2005, 02:05:12 AM »

work with the shader Smiley
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Andrei_DaRacer
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« Reply #5 on: September 14, 2005, 03:55:43 AM »

I see your problem, your lack of taste has activated the "rice filter" that Racer has.


Lol, now for a constructive comment, the problem is you have are just sticking the models into zmod and then re-exporting.

what you'll need to do is:
1. Select all of the objects in the zmod file
2. Go to the bar on the left and select Create>Objects>UniteSelect
3. Then click on the selected objects and they'll join together to form one object called Union
4. Export, and it all should be all fine in game.

If you do this correctly and the parts still dont appear, make sure you've added the following shader.

[code]
shader_muffler
{
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ltm_awake
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« Reply #6 on: September 14, 2005, 07:50:01 PM »

that would be easy if I werent halfway retarded when it comes to shaders. care to elaborate a little bit? Huh?
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Cosmo°
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« Reply #7 on: September 15, 2005, 04:11:31 AM »

Read the first post.
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いつでも、どこでも、スモーキー
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« Reply #8 on: September 16, 2005, 12:06:48 AM »

thanks for pointing that out,m supposed I just flaked and missed that as I thought I already read this section over.
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Dice
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« Reply #9 on: October 10, 2005, 12:37:54 PM »

I also have a Problem.My Custom Rims that I added on my car is invisible.How do I fix this.Im crap at shader's.
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Cosmo°
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« Reply #10 on: October 10, 2005, 01:26:12 PM »

I also have a Problem.My Custom Rims that I added on my car is invisible.How do I fix this.Im crap at shader's.

 Roll Eyes

[quote author=Cosmo
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いつでも、どこでも、スモーキー
Dice
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« Reply #11 on: October 10, 2005, 02:32:05 PM »

Where doe's It teel u how to fix Invisible rims?  Angry
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.endo.
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« Reply #12 on: October 10, 2005, 02:41:26 PM »

read the section under shaders.
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"I'm just a cowboy.....a drifting cowboy"
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« Reply #13 on: November 19, 2005, 07:07:13 PM »

hm, my wheels only show up on one side Huh?
help?
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« Reply #14 on: November 29, 2005, 10:37:08 AM »

I need a help!!!!

My car is super shining!!!! Embarrassed Cry

[attachment deleted by admin]
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