2016 cars by RSCT

Posted by RSCT 
Re: 2016 cars by RSCT
Date: June 14, 2016 06:57PM
Posted by: Juliano Marques
Excalibur Wrote:
> @Juliano: Thanks a lot for sharing the 2015/2016
> hud, I was looking for it....
>
> About the brake lights, I had a look to the
> rear_light-on object on several cars but nothing
> looks wrong. I made with the Williams, like as I
> use to do for the other cars. So, Williams brake
> light is working in game but not the McLaren or
> Sauber for example.... I have to make some tests
> before to fix this.... But for the moment, I am
> concentrate on the Wiliams v2...

@Excalibur: (Y)
No problem about rearlight I wait.

Juliano Marques
===========================

[www.youtube.com]
[www.instagram.com]
Re: 2016 cars by RSCT
Date: June 24, 2016 01:16AM
Posted by: Excalibur
Williams FW38-B available 1st post ....

New feature added: backfire.

How does it works? : The backfire object is grouped with the rear_light_on object... When you brake, the backfire is activated, as the rear_light brake. Depending of brake force, the backfire can produce 1, 2 or more flames. It adds a little touch of realism....

Does it work the same in all weather conditions?: Unfortunately, no.... The backfire feature works well in sunny weather conditions. But as the rear_light_on object is always activated in rainy weather conditions, the backfire is always visible, too and it is not possible to remove it..... BUT ... You will find 2 versions of the car inside the archive: with and without backfire so you can use the version you want.... AND for CSM mods, it is possible to use the backfire version in sunny weather conditions and the version without backfire in rainy weather conditions (look at the readme file for more informations). Thanks a lot to Rrcunis for these helpful informations and backfire materials shared....

Into the archive, you will find:
- The Williams FW38-B with and without backfire versions
- Lods + lower lods
- Baku City textures livery
- A readme file




Backfires preview:





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Edited 1 time(s). Last edit at 06/24/2016 01:19AM by Excalibur.
Re: 2016 cars by RSCT
Date: June 24, 2016 02:51AM
Posted by: AUS_Doug
Awesome, I was wondering how long it would be before we started to see this appear on other cars.
Another interesting way to use this trick might be for sparks from under the car; Brake hard enough, and get sparks from under the front of the car as the skid block scrapes the ground.



F1 Graphics Swapper --- Lensdump - Renders and Screenshots --- GP4 Performance Generator
Re: 2016 cars by RSCT
Date: June 24, 2016 02:57AM
Posted by: Juliano Marques
Excalibur Wrote:
-------------------------------------------------------
> Williams FW38-B available 1st post ....
>
> New feature added: backfire.
>
> How does it works? : The backfire object is
> grouped with the rear_light_on object... When you
> brake, the backfire is activated, as the
> rear_light brake. Depending of brake force, the
> backfire can produce 1, 2 or more flames. It adds
> a little touch of realism....
>
> Does it work the same in all weather conditions?:
> Unfortunately, no.... The backfire feature works
> well in sunny weather conditions. But as the
> rear_light_on object is always activated in rainy
> weather conditions, the backfire is always
> visible, too and it is not possible to remove
> it..... BUT ... You will find 2 versions of the
> car inside the archive: with and without backfire
> so you can use the version you want.... AND for
> CSM mods, it is possible to use the backfire
> version in sunny weather conditions and the
> version without backfire in rainy weather
> conditions (look at the readme file for more
> informations). Thanks a lot to Rrcunis for these
> helpful informations and backfire materials
> shared....
>
> Into the archive, you will find:
> - The Williams FW38-B with and without backfire
> versions
> - Lods + lower lods
> - Baku City textures livery
> - A readme file
>
> [i.imgur.com]
>
>
> Backfires preview:
>
> [i.imgur.com]
>
> [i.imgur.com]

(Y)

Juliano Marques
===========================

[www.youtube.com]
[www.instagram.com]
Re: 2016 cars by RSCT
Date: June 24, 2016 03:07AM
Posted by: Excalibur
Thanks guys! ;-)

@Aus_Doug: Yes, it would be possible to make sparks under and behind the chassis this way but it would work only when you brakes... Another trouble is that in wet conditions, sparks would be always visible. It means for the modders to make 2 versions of the car, like I did... and that the feature would work great only in CSM mods by modifying the globalvars.ini file to get the sparks version working in sunny conditions and to force the other version of the car without sparks to be enabled when it rains.... Much time consumming for modders to make 2 versions of the cars for each team.... ... But if some want into the future, it is possible ;-) ....maybe I am a bit lazy, now! ;)

____________________________________________________________________________________________________________________________________________





Edited 6 time(s). Last edit at 06/24/2016 03:14AM by Excalibur.
Re: 2016 cars by RSCT
Date: June 24, 2016 03:13AM
Posted by: Juliano Marques
@Excalibur: Amazing, fantastic.









Juliano Marques
===========================

[www.youtube.com]
[www.instagram.com]
Re: 2016 cars by RSCT
Date: June 24, 2016 03:15AM
Posted by: Excalibur
@Juliano: Thanks, mate! Nice timing shot! ;)
Another interesting thing is to create different backfire textures. example, a different one for each team (or even each car)... as the backfire mapping is assigned to a single texture ....

____________________________________________________________________________________________________________________________________________





Edited 1 time(s). Last edit at 06/24/2016 03:17AM by Excalibur.
Re: 2016 cars by RSCT
Date: June 24, 2016 03:24AM
Posted by: Juliano Marques
@Excalibur: This same texture for all cars is already very good.

Juliano Marques
===========================

[www.youtube.com]
[www.instagram.com]
Re: 2016 cars by RSCT
Date: June 24, 2016 03:25AM
Posted by: Tommy40F1
wow-nice feature(Y)
Re: 2016 cars by RSCT
Date: June 24, 2016 03:47AM
Posted by: Excalibur
jmberg76 écrivait:
-------------------------------------------------------
> @Excalibur: This same texture for all cars is
> already very good.

Just a preview of different possibilities...

____________________________________________________________________________________________________________________________________________

Re: 2016 cars by RSCT
Date: June 24, 2016 07:04AM
Posted by: quickslick
wow, what a great addition from you guys :) and it's nice to see that there are still some possibilities available, even if the game is already 14 years old
Re: 2016 cars by RSCT
Date: June 24, 2016 07:53AM
Posted by: SchueyFan
Great update :)





X (@ed24f1)
Re: 2016 cars by RSCT
Date: June 24, 2016 08:33AM
Posted by: Turbo Lover
Niceeee!



My Grand Prix 4 Files

I'm a total dick. How many people can say that?
Re: 2016 cars by RSCT
Date: June 24, 2016 10:02AM
Posted by: Isaint
Great work Arnaud ...!!!!:-)


" Perfection is not a gift ....... it comes with practice."

Member of R.S.C.T Group
Re: 2016 cars by RSCT
Date: June 24, 2016 12:35PM
Posted by: Juliano Marques
Excalibur Wrote:
-------------------------------------------------------
> jmberg76 écrivait:
> --------------------------------------------------
> -----
> > @Excalibur: This same texture for all cars is
> > already very good.
>
> Just a preview of different possibilities...
> [i.imgur.com]


WOW.... is it really possible?

Juliano Marques
===========================

[www.youtube.com]
[www.instagram.com]
Re: 2016 cars by RSCT
Date: June 24, 2016 12:45PM
Posted by: soulbringer
Some very interesting stuff in here. Williams looks amazing.
Re: 2016 cars by RSCT
Date: June 24, 2016 06:47PM
Posted by: rracunis
Thanks Arnaud for this another amazing car ;-)
Re: 2016 cars by RSCT
Date: June 25, 2016 01:53PM
Posted by: kerleyf1
Keep it up guys! Great cars.

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Re: 2016 cars by RSCT
Date: June 26, 2016 08:14PM
Posted by: Excalibur
Thank you guys, I am glad that you like this new feature for the F1...

@Ricardo: Thanks a lot for backfire infos and textures shared with me.... Now, something interesting. We don't need to make 2 versions of the cars (with and without backfire). The rear_light_on object works like this: With black alpha layer on the backfire texture, the backfire won't be visible in game. So, the trick is to make a single version of the car with backfire included but with 2 versions of the backfire texture:
- with original alpha layer= backfire visible in game (for sunny weather conditions)
- with black alpha layer= backfire invisible in game (for wet weather conditions)
So, for CSM mods, I think that you can edit the globalvar.ini file to use one or the other backfire version... It would be easier....;-)

Download link: [www.mediafire.com]
(.z3d files for F1 and for DTM + textures)

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Edited 2 time(s). Last edit at 06/26/2016 08:31PM by Excalibur.
Re: 2016 cars by RSCT
Date: June 26, 2016 08:23PM
Posted by: kedy89
Pretty awesome feature (H)


Variables for texture folders in the cars.ini can do the trick. Globalvars if you want to have a configurable for selecting the texture in the CSM menu itself.




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