RFactor Conversion Tutorial
RFactor Conversion Tutorial
8. We put correct names and set everything up correctly in our car folder which is extremely
important! (one tiny error means no working car in game and you can end up hunting it down for
days even weeks so be careful when you type and know why you are typing what you are typing)
9. We go in and out of game to see what effect the tweak has had until we are satisfied with the car
as it is.
First step is to find a car file which has no more then 60000(recommended) polygons because games
are designed for something in that area. Any more and the game runs slowly and not at all for slow
computers. Also zmodeler has a 64000 polygon limit, if you go over it the model becomes mangled
up and ugly.
What i am going to do is use car files from Forza 4 because its relatively new game and therefore it is
good quality. It also has the latest cars. Using car file from Forza 3 is actually very similar if not exactly
the same, just an older game, and for that you need forza studio 3. Im sure you can find that on the
web somewhere.
When you become more experienced and understand the concept of converting models into games
you can convert almost anything into rfactor so long as it has textures and is the appropriate size.
You could convert a model of a toilet and put wheels on it (or no wheels lol) if you wanted to and
there is even one already in rfactor lol. BUT since we are taking things serious now for starters we
want to convert just cars and cars that are from games, specifically FORZA 4 , so lets get started!
1. body.obj
ok this is the body like you want it to appear in game. Forza people usually add spoiler in the back
and diffuser in front which dont belong on the normal car so you decide if you want them or not.
What we check: body(LOD1=level of detail 1) like you want it to appear in game
What we DONT check: body LOD2-5 calipers(brake calipers) and rotors(brake discs) and cockpit and
body LOD0(which is sortof extremely detailed version of the car and is not considered to be used in
game except on computers like NASA uses and other supernatural pcs) and everything else that isnt
part of body LOD1 like for example THE WHEELS WHICH YOU ALSO UNCHECK dont forget that
because in forza models the wheel appears as a single object under the car and it is ugly if you forget
to uncheck that as well.
You now extract what you have checked into our folder that we created which will hold all the .obj
.mtl and the textures.
2. cockpit.obj
This is the cockpit which in Forza studio is always LOD0 because it just is. Forza people usually add a
racing cage inside the cockpit which looks out of place in some cars and you choose if you want to
uncheck that if you want.
What we check: The cockpit as a whole
What we DONT check: the steeringwheel (which comes later)
You now extract what you have checked into our folder that we created which will hold all the .obj
.mtl and the textures.
3. steeringwheel.obj
This is the steering wheel only
What we check: steering wheel
What we uncheck: anything that isnt part of the steering wheel
Now you should have these files in your .obj folder along with all the other .obj and textures:
Wheel_lf.obj
Wheel_lr.obj
Wheel_rf.obj
Wheel_rr.obj
You now extract what you have checked into our folder that we created which will hold all the .obj
.mtl and the textures.
Export-Multiple Export
Allright now when you export you export everything (all the .obj files ) into one folder AS
.GMT.
Then after you have done that you go to the old .obj folder where the .obj .mtl and textures
are and copy all the textures AND JUST THE TEXTURES because you want to simply paste
them in the new .gmt folder(where all the newly created .gmt files are).
I recommend to keep the now defunct .obj and .mtl folder but hide it so it doesnt get in
the way because we might mess up and you need to use the .obj and .mtl to import again in
zmodeler and export again...
Introduction to 3Dsimed
Ok now you should have on your desktop or anywhere a folder that includes this:
- GMT files(body, cockpit, wheels(4 files), spindles(4 files) and a steeringwheel)
- Textures(.dds, .tga, .bmp or any other texture format)
Start by Importing just the body.gmt by going into the File-import and selecting in the folder
that includes the body.gmt the body.gmt file
Now you should have something like this:
This is a car with unassigned textures( they havent been mapped onto the car) which means
if you would use it in game it would be like it is showin here, an ugly pink color, and that is
what happens in-game when you forget to assign a texture, the game simply shows you that
it is pink and then you can exit and go assign the left out texture.
Assigning textures
When assigning textures on forza cars there usually is a texture called nodamage or
something like that which is used for the body and all parts on the body (you will notice if its
the incorrect one in which case try out the others that came with the car until you find one
that fits)
Im not going to go into extreme detail on this because it would take a week to go through
all the different materials you will assign. Luckily assigning just one material is very similar to
assigning another. In fact im going to tell you about different groups of materials that i use:
Body material : you name this wccarbody if you want skins to work on it. This material
covers the area of the car that will be coloured(all of it). Here is a picture of the setup you
use for wccarbody and like i want you to use:
Interior materials: For these there is usually a texture called interiorlod0 because as i said
earlier the cockpit and steeringwheel are the only part of this which are LOD0 which means
level of detail 0(or extreme detailed) and in the interior there may be any of these elements:
leather, plastic, carbon, cloth, wood, mottled and what i like to do know is tell you that the
settings i use for those are exactly the same as for the wccarbody one but you only change
nodamage.bmp to interiordlod0.bmp and cubemap from emap_paint.dds to what suits the
element which you will have to decide from the textures i will attach to this tutorial which
are in a folder called Shaders and Stuff. A cubemap is only an overlay to make things more
shiny and more cool :P and for example for plastic in the cockpit i then choose in shader:
cube map specular coloradd t1 and use the .dds from the Shaders and stuff that i
attached in this zip emap_cockpit_plastic.dds and for plastic outside cockpit i use
emap_plastic.dds and the other materials follow the same sortof rule except the glass
which there is a picture if you scroll down how to do that one J).
Now for the cockpit body(that is what is outside the cockpit in the cockpit.gmt you do
exactly the same as in wccarbody for the body material except you change nodamage.bmp
to nodamagelod0.bmp because as i say again the cockpit.gmt is lod0 as well as the steering
wheel.
Glass Material: dont have to name it anything just leave it like it is but you do have to put
these settings on if you want a proper seethrough glass as I USE:
Lights material: to get to the lights of the car it is a good rule to hover the mouse over the
glass which is covering the lights-right click- hide-glass... to reveal and be able to assign
material for what is within the glass because it is in the way arrrg hehe. The hiding function
in 3Dsimed is only to be better able to see or assign textures to materials that are hidden
behind materials we are not working on. Here is a picture to show what to do:
Mirror Materials: mirror is easy to put on and make to work. You have to open cockpit.gmt
because that is where the mirrors are used and select material for the mirror which in
rFactor 1 is always the mirror.bmp no matter what. You use these settings as i show here:
*Note that when i say mirror i only mean mirror glass not the plastic or the body around
them just the glass J
Now first off the spinner gen file and the upgrades gen file(graphics gen file) can be exactly
the same except that the spinner file has to only contain the body, wheels and spindles and
nothing else. This is because the spinner gen file displays, if it is left the same as upgrades
file, the car in the spinner like it is displayed in 3Dsimed which means it will jam the cockpit
and body together and it will look all crumbled up into one ugly...... you get what i mean.
The upgrades gen file on the other hand has to contain body, wheels, spindles, cockpit and
steering wheel. It has to contain all these because of all the different views the player
demands. For example in chase view it has to have body.gmt and in cockpit view it has to
have cockpit.gmt along with the steeringwheel.gmt(which turns) and all the 4 wheels which
of course are turning. The spindles as well although in my conversions they arent turning,
they are just there to make it look cool :P. You can learn later on how to make the brake
discs turn with the wheel which is fairly easy.
The upgrades gen file displays the car ON THE TRACK like the physics files in the car folder
.pm .hdv .engine and other tell it to be displayed and the template files i attached in (New
Conversion) are supposed to be assigned to a 770 kg racing BMW which may not be entirely
the same as for example a 1900 kg aston martin. So you got to perhaps borrow physics files
(with permission!) from other mods and go back and forth in and out of game to see what
effects your changes to the files have made to the car. Is it sticking into the ground with
sparks or is mile high in the sky because the suspension is set up all wrong or anything else.
Usually when borrowing physics you should choose a borrow car which resembles your car
in many ways like Weight, type of car, engine, gears and so on.
All the names in the gen files have to match the actual names of the .gmt files you have in
your newly created .mas files so you wont get any errors and again i WARN YOU BE CAREFUL
WHAT YOU TYPE because you can become so frustrated searching for small error that the
game doesnt give any clue as to what it might be and you end up commiting suicide and we
wouldnt want that. but you get my point.
The .hdv file is sortof a parent for all the other files as it holds together general information
and then points to all the other physics files so you also have to be careful that the names of
the physics files in the .hdv are the same as the actual files it is pointing to or else you get
ERRORS.
I am going to take a guess you know alot already about the .veh file as it holds general
information about the car as well as points to the skin your car uses. Dont forget to check in
that folder and look at other mods to see if you are doing anything wrong.
I say again SMALL ERRORS ARE BIG ERRORS which means that if you make a small error it can
take forever to figure it out so be as careful as you can possibly be when typing and editing
the files so you dont have to spend hours trying to figure it out or sent to mental institution
because you will have gone insane.
Now this is my way of convering a car to rfactor and there are many other ways to do it but
since mine works and it works like i want it to work(most of the time) i do that and only that
until someone tells me how i can improve so i listen to that and so should you.