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 Post subject: F1 2017 Helmet/Driver
PostPosted: Thu Nov 02, 2017 10:31 am 
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Jackman
Jackman

Joined: Thu Nov 02, 2017 9:45 am
Posts: 4
Hiya,

Is there any chance we might be able to export individual helmet or driver models in the future? edit From the F12017 files, that is.

Thanks in advance


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PostPosted: Fri Nov 03, 2017 3:53 pm 
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US Pits Crew
US Pits Crew

Joined: Thu Sep 01, 2005 9:58 am
Posts: 1286
Location: Barnet, London
I'll have a look, something should be possible but I doubt you will get animated driver models as I've yet to understand how the animation works in the F1 series.

Cheers

Dave N.


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PostPosted: Fri Nov 03, 2017 6:09 pm 
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Jackman
Jackman

Joined: Thu Nov 02, 2017 9:45 am
Posts: 4
That's great, Dave, thanks.

It's not so much actual animated models I'm after.

I'm trying to fool the game into using an AI-drivers helmet model (wings and transparent tidbits and all) on my career driver, but with access to just the individual .idf files that are available to us, there's not much to do. I know they're supposed to be a package, so after a certain point of editting everything just crashes. I've done a bunch of research and brute-forcing to find out which part of the idf-files and material-files correspond to certain elements of the in-car-driver, but so far I haven't found a solution that changes JUST the mesh and UV-mapping for a certain helmet.

I can reliably change things like generic helmet model/brand, base glove/suit textures or helmet textures, but anything I touch that has to do with DriverSpecific helmet-meshes is linked to the mapping of livery_logo textures and glove_logo textures (which are different for each team/driver). I haven't found a way around that yet with just copying/renaming certain files or altering the .xml.

An added bonus of being able to get into the model files would be to update the helmet model we use (from 2015) to customize textures, as the new ones are slightly differently mapped.

If it's of any help at all I could send you some of the notes I've made? I'd imagine it would be pretty much the same as previous games, though, so probably of not much use.

Anyway, long story short: Any help from someone smarter than myself would be greatly appreciated! :)


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PostPosted: Wed Nov 15, 2017 5:19 pm 
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Jackman
Jackman

Joined: Thu Nov 02, 2017 9:45 am
Posts: 4
Any luck yet? :)


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PostPosted: Thu Nov 16, 2017 4:30 am 
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US Pits Crew
US Pits Crew

Joined: Thu Sep 01, 2005 9:58 am
Posts: 1286
Location: Barnet, London
The next release may allow individual meshes to be imported.

BTW, if you are only after editing the texture coordinates then you need to modify the *&vb* files which contain all the vertex data the layout of that data can change as it depends on the shader to be used to render the mesh.

Cheers!

Dave N.


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