How to Upload a Paint to Rfactor

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rFactor two: Skinning tutorial

  • Thread starter Gijs van Elderen
  • Start date
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Gijs van Elderen
Gijs van Elderen
  • Gijs van Elderen

  • #2
1-minute tutorial to window textures

This tutorial is based on Photoshop CC merely should work on any other Photoshop version with the nVidia Plug-in installed.

1. This is where you start at. You lot have your name and numbers on your window template just they show semi-transparent in game.

1-jpg.89934

two. Hold down Ctrl+shift and click on every "T" or thumbnail of any layer you want to be opaque. This will select the contents of the clicked layers. Everything in the selection has dashed line around them

2-jpg.89935

three. Click "Channels" on the correct. And so click "Blastoff one". Make sure you lot still have the selection (dashed lines) visible and no white text.

3-jpg.89936

4. Select castor tool and pick white color (white means 0% transparent, blackness 100% transparent). And so simply paint over the selection and then the numbers and names become white.

4-jpg.89937

5. Select the "RGB" aqueduct located above the Blastoff aqueduct. Alpha channel should NOT be visible. Save the image as DXT5.

5-jpg.89938

half dozen. Reload your car and savour the beautiful windows!

6-jpg.89939
Gijs van Elderen
  • Gijs van Elderen

  • #3
Tip:

While skinning with photoshop or gimp and having rF2 in windowed mode at a modest resolution.

- Load the skin in rF2. (I get-go with an alt.dds with the wireframe)
- Make changes to the skin
- Save and overwrite the alt.dds skin in the loose peel director
- Click on reload in rF2
- And preview the result in rF2.

grab_004-jpg.93398
hwangm
Tomas Torasen
  • Tomas Torasen

  • #6
Cool, thanks! Was looking for something like this. Wanted to brand some skins for the flat6
Marc
  • Marc

  • #seven
Thx @Gijs van Elderen
this helped me alot last couple days, but now i`m having a weird problem...
i painted a few cars, when i was done and have checked the skins inside the game i put all .dds files together within a .mas for meliorate treatment/sharing. Now there`s the Flat6. I extracted the XX_BBSRIMS.dds somewhere from the install directory. It works fine so far as a XXALTBBSRIMS.dds simply when i put all files toghether in a .mas just the Rims don`t get loaded?!

I read a bit nearly these .veh files but until now i don`t know exactly how to use them or if it fifty-fifty will aid me?!

I am very new to rFactor skinning at all, any ideas?

Mankiewicz
  • Mankiewicz

  • #9
hey guys, some1 can assist me to get the body.psd of the megane trophy 2008. im getting mad at looking for it, it seems not to be listed on isi's and 397's forums
Andrew Ford
  • Andrew Ford

  • #10
Ok... I need help!
So for the RDLMS I have created car livery parts in GIMP i.e. Banner., rear banner, fly and corvette/main body.

Ii problems:
one. I want the main skin to be metallic black and yet it comes out grey! I've tried filling the auto background and likewise the file chosen "Alpha" to 22 on the black/white colour palette from the layers card. I used this shade as information technology seems some other metallic black ISI motorcar in rfactor 2 was this shading. How do I achieve a squeamish shiny black metallic effect delight?

2. Using gimp i followed a tutorial to upload the alt.dds from rfactor 2, and superimpose the primary body file (flattened on to it). How do I practise this for the other auto parts please?

Frustrating as I haven't a background in this stuff but experience I'm close to cracking it!
The sooner I get this washed the meliorate! :)
please assistance!
Cheers
Andrew

Gijs van Elderen
  • Gijs van Elderen

  • #eleven
"Alpha" to 22 on the blackness/white colour palette from the layers carte

The alpha channel of the .dds + reflection fresnell settings in the shader = Reflection on the car. So what worker on the ISI vette, doesn't mean it works the same on another car.
I judge "chrome-like" grayness?

Peradventure @klo-che can requite you some pointers and mutual practise with their carbody shader to create black metalic.

=Fieldzy=
  • =Fieldzy=

  • #12
I add noise to the layer to get the metallic from the furnishings menu. Hope this helped.
Andrew Ford
  • Andrew Ford

  • #thirteen
The alpha channel of the .dds + reflection fresnell settings in the shader = Reflection on the motorcar. So what worker on the ISI vette, doesn't hateful it works the aforementioned on some other automobile.

I approximate "chrome-like" grey?

Mayhap @klo-che can give you lot some pointers and mutual practice with their carbody shader to create blackness metalic.

Thanks.
Offline the car comes upward grayness.
Online it looks just shiny metallic/metallic. Am I correct to simply colour the alpha layer and the pigment hither sub layer (showing blackness)?

Besides, any ideas how i add all the body parts to the final production? do they demand merging somehow?
Thanks once more...or if anyone else tin can help that would also be appreciated.

Paul field...I will look at the dissonance menu - thanks. main thing i want is black. that is the priority but metallic would be the final piece.

Andrew Ford
Matt Horst
  • Matt Horst

  • #15
Ii things that would aid tutorial wise for gimp is how to work with blastoff layer to adjust the how much smooth or gloss the pigment has,and also how to make a mask layer.These are two things i and a lot of others struggle with i think.

The corvette template has no mask layer information technology seems witch makes it much harder to work with.

As for the file names here is an example.

rf2 skin files.PNG

So information technology'due south goes something like:
alt_"your skin name".dds for the body
alt_"your skin name"EXTRABODY.dds for extra body parts
alt_"your pare name"WINDOW.dds for the window

Attachments

  • upload_2017-1-6_23-46-6.png
    upload_2017-1-6_23-46-6.png
Gijs van Elderen
Andrew Ford
  • Andrew Ford

  • #17
Thank you lot matt horst!
I now have all the car parts on!

two problems remain:
The "black" body remains silver/mirror like no matter how i colour the bodywork layer or blastoff layer (one time it is in the layers carte du jour).
N.b. i take non removed any layers or merged them down ...not sure if i need to. Also i havent removed wire frame but i have flattened.

2...the rear wing: if i write a logo on superlative of the black fly, it only appears visible if i put it to the tiptop of the other layers. However, in game, the logo and then displays on the underside of the rear wing! Wtf!

So many people kindly do tutorials just they're all in bits. Every bit a teacher, I might endeavor and throw a complete on together at some point showing the areas I messed upward with....once I figure them out! Ha!

Andrew Ford
  • Andrew Ford

  • #18
I used the quoted tutorial but it doesn't cover blastoff aqueduct issues or my ii bug :-( .Thanks tho Gijs
Gijs van Elderen
  • Gijs van Elderen

  • #nineteen
corvette template has no mask

Mmm, normally a template should have a default alpha channel (photoshop cc) or masking layer (photoshop elements/gimp).

If possible you tin can copy/past the black/white body-shade/shadow layer to the blastoff channel. And and brand it darker/lighter with "levels" or (brightness/contrast).
This will give a much beter then a fill color.

@Andrew Ford : make certain you save as DXT5 (.dds with alpha)
DXT1 has a full white alpha layer: this makes the car full cogitating.

Andrew Ford
  • Andrew Ford

  • #xx
I have saved as dx5 on each occasion with mipmaps (whatever they are!).

Can i check, am i supposed to change the alpha and trunk layers using colour palette in the layer carte?that is what i take been doing. Thanks for replies

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Source: https://www.racedepartment.com/threads/rfactor-2-skinning-tutorial.105993/

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