God, Microprose really tested the community by making the cars like they did, heres the GP4Form.txt from the file (important stuff only)
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* CONSTRUCTION *
Editor(s) used :
These car-textures are using the alpha-channel to control the reflections
and some details.
SPECIAL NOTE: This zip-file contains 2 versions of the second car-livery-
file. These files are named "Team 9 - 2.tga" and "Team 9- 2b.tga". The
first one is how intended it to do and looks better in the game, but -
thanks to the texture-mapping - it has an annoying side-effect: Parts of
the light-green-shadings are mapped onto the right sidepod-top and that
doesn't look very good. The second version doesn't have this shading and
the sidepod-top is quite ok, but it doesn't look as good as version 1 in
the game. So it's up to you which version you prefer.
Known Bugs :
- the rearwing-plates should be completely white, but on this car, the
lower half has to be green. That is because the car-numbers are mapped
onto there and the background-color of the car-numbers is green. Would
I have the background color white, there would appear a white square on
the nose-cone, because the same texture is used for the carnumbers on
the nosecone too. I decided to have a propper nosecone and a buggy
rearwing-plate instead of vice versa.
- it is not possible to put lines or other elements on the sidepod-tops,
because there are massive distortions and the texture of the sidepod-
tops is made by many small parts which are mapped to there from all
over the whole car.
- sidepod-sides: the white area on the right sidepod-side is much longer
than on the left sidepod. This is because a part of the right sidepod
is also used as the very front end of the sidepod-textures for both
sides. It is very interesting, that they guys at Symergy didn't use the
front part of the right-sidepod for that, but the part right before the
"HBSC" text, means they took it from the middle of the sidepod?! Hm..why
did they do it this way, wouldn't it be much more reasonable and easier
to take it from the front??
- many logos (such as the small HP-logo on the cockpit-walls" can't be
placed on the right spot, because there are heavy distortions all over
and/or the would get mapped on different parts of the cars too
- right frontwing-connector is halway white instead of completely green.
This happens because this part is taken and mapped from the rearwing-
plate which is white there.
- first front-suspension-hole seems to be kind of cut - obviously there is
a small other white part mapped to that area. I don't know where is comes
from nor I have any idea why it is made this way.
- the HBSC-logos on the rearwing and on the frontwing-plates are directly
mapped over from the sidepod-sides, so every structure or shadow which
is there will appear on the rearwing and frontwing-plates too, but it's
hardly noticable.
- of course the carshape is a lame parody of the season 2001 Jaguar R2
...I am sure I forgot a lot to mention - so many many more smaller bugs
When editing the Williams was a pain, editing the Jaguar is a nightmare.
This car-livery consists of a very weird texture-mapping. Very small
parts are mapped all over the whole car (sidepod-tops, cockpit-walls,
cockpit-top etc.) which makes it impossible to create a decent season
2002 car. Again, all parts which are different from the Jaguar R2 to the
Jaguar R3 are almost unchangable, because the texture mapping is made to
prevent this. On this part, Symergy made a very good job because it isn't
easy to map the textures in a way that makes reasonable editing and
creating new liveries of a certain quality almost impossible.
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Thanx Miroprose
Racing Is Life. Anything that happens before or after is just waitingJesus may be able to heal the sick and bring the dead back to life, but he can't do shît for low fps