Something I'm working on for rFactor/rFactor 2.

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Something I'm working on for rFactor/rFactor 2.

Postby IdeFan » 17 Jan 2012, 10:42

Image

It's a Le Mans Prototype of my own design, of course I'm no Adrian Newey so the car is based heavily on the Original (2006) Porsche RS Spyder with elements of the Lola B08/60 thrown in for good measure (and the fact that coupe LMPs just look better).

Its obviously not done yet, it needs windows, "doors", headlight covers and other details, as well as general tidying up, at which point I need to map it (essentially unwrapping the model into a flat surface) then painting, then reformatting for the game.

This is the second car I have ever made from scratch, the first being a tutorial car that didn't turn out very well, but this one seems to be going well, perhaps because its much more interesting than some generic American muscle car.

Its obvious that a lot of people here are into their racing games, but are any of you at all involved in the mod creation side? I've enjoyed the fruits of other people's hard work for years now and it feels nice to (hopefully) give something back to the community for once.

I just have to finish the bloody thing....
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Re: Something I'm working on for rFactor/rFactor 2.

Postby Stramala » 17 Jan 2012, 10:46

Once this is finished, we DEFINITELY need to base an F1 Rejects Le Mans World Race Series around it :mrgreen:
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Re: Something I'm working on for rFactor/rFactor 2.

Postby IdeFan » 19 Jan 2012, 11:17

I'll be sure to include the Life W12 as an engine option (detuned for endurance of course).

Car is pretty much ready for mapping, all that is missing is mirrors, which I intend to add after I have got it in game and work out the driver view.

Image

Image

Image

This is the low downforce (Le Mans) aero package, there will also be a high downforce package with full front wheel Louvers, front flick ups, a greater angle of attack on the rear wing and possibly a gurney flap on the main bodywork trailing edge.

Tomorrow I intend to do a textureless export to rfactor to see if all the smoothing turns out correct, then start mapping it.
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Re: Something I'm working on for rFactor/rFactor 2.

Postby RealRacingRoots » 19 Jan 2012, 12:57

You really do make me look positively amateurish with that creation. What program are you making it in? I'm not sure if it's 3DS Max or Maya.

In the meantime, this is what I've been working on. A Subaru Impreza in the style of "as if it was in Gran Turismo 1". Which means a limit of about 300 Polygons, which isn't good beacuse I'm over that limit and I haven't made the rear wing or windshield frames or wheels and tires or a texture for paint and such. I really wish I had the know how to pi-rate textures from PSx games, it would make the final product that much easier...

Image
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Re: Something I'm working on for rFactor/rFactor 2.

Postby IdeFan » 22 Jan 2012, 07:54

@RealRacingRoots - I'm actually using Blender, mostly because its free, but it seems able to do everything I need it to. The car is nearly 20,000 polys, so of course its going to look better than 300! Its amazing to look back at games like GT1 and see just how far the graphics have come, I remember playing GT1 and wondering if graphics could get any more realistic (I was only about 11).

I did a quick export to game, mostly to be sure I could actually export it properly. Obviously it has very basic temporary textures, no proper material settings and its a little rough around the edges, but hey, it works!

Image

I took it for a shakedown at my local track, Thruxton (I live about 3 miles away.)

Image
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Re: Something I'm working on for rFactor/rFactor 2.

Postby Pointrox » 22 Jan 2012, 08:09

That's bathplugging awesome! :D
I actually thought of making my own single-seater based on F3000 but never got to do it because I couldn't find the blueprints.
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Re: Something I'm working on for rFactor/rFactor 2.

Postby Phoenix » 23 Jan 2012, 04:10

Aeroracing Engineering wants to state it would be interested in expanding its operations to a future RWRS-controlled endurance series.
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Re: Something I'm working on for rFactor/rFactor 2.

Postby Stramala » 23 Jan 2012, 07:58

Is it possible with rFactor to have multiple classes in the same race? So we'd have this new Porsche-Lola hybrid as the basis for the LMP class, and another custom made GT car :D

Once I get my new PC in about a month I might give this CAD style rFactor design a try. Hopefully my brief experience using AutoDesk helps!!
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Re: Something I'm working on for rFactor/rFactor 2.

Postby IdeFan » 23 Jan 2012, 08:47

It is possible, but the AI are terrible at overtaking slower cars. I ran a realistic LMS season where I would be seconds off the pace in qualifying, fall behind early in the race, only to make up 5-10s a lap when the prototypes hit traffic. It would get doubly (or more specifically, triply) bad in long races, when the LMP1s would be stuck behind the LMP2s, who would be stuck behind the GT1s, who would be stuck behind the GT2s!

These days I only run LMP1 and LMP2, its not so bad when the speed differential between classes isn't massive.
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Re: Something I'm working on for rFactor/rFactor 2.

Postby MinardiFan95 » 02 Feb 2012, 17:23

When you get a template sorted out and working for this I'll (try to) make some skins for it.
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Re: Something I'm working on for rFactor/rFactor 2.

Postby IdeFan » 04 Feb 2012, 04:58

Image

Sorry for the long time between updates, I have been working on the car the whole time, but its mostly been working to get a better export, smoothing out some creases, which means the car didn't look a whole lot different for some time.

Anyway I am now reasonably happy with the model, so I've moved on to the textures and interior. The template is nearly done and I've put the basics of my team's colourscheme on it (I was bored of looking at yellow).
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Re: Something I'm working on for rFactor/rFactor 2.

Postby Waris » 06 Feb 2012, 03:11

I liked the original "livery" lol.
What is the name of this car?
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Re: Something I'm working on for rFactor/rFactor 2.

Postby Stramala » 06 Feb 2012, 03:53

Waris wrote:I liked the original "livery" lol.
What is the name of this car?

Perhaps the Porsche B08/60 Spyder :)

But I'm sure IdeFan will have thought of something more original than that...
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Re: Something I'm working on for rFactor/rFactor 2.

Postby IdeFan » 14 Feb 2012, 09:35

The working title is the Martin AM-01, I suppose that's a little self centred but no more so than a Williams FW-34 or a Pescarolo 01, its not final so if someone can come up with a cool original name than I'm open.

The car is nearing completion now, I made my own rims and interior.

Image

Image

The steering wheel is loosely based on my own logitech wheel :P.
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Re: Something I'm working on for rFactor/rFactor 2.

Postby RealRacingRoots » 14 Feb 2012, 10:43

Image

Based on this image, it looks like the "green house" is a bit more forward than he status quo, at least that's what it looks like to me.

Anywho, when the car is done (I don't have a name) do you think you can make an importable file to 3DSMax? The school i go to has 3DS Max on their computer room computers and Unity 3D (game coding engine) on selective computers, which could mean I could make a simple racing game with your LMP as the car you use! Would that be possible?
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Re: Something I'm working on for rFactor/rFactor 2.

Postby IdeFan » 14 Feb 2012, 11:08

Yeah it wasn't intentional but the greenhouse does appear somewhat further forward, at least compared to the Lola.

However in recent seasons there has been a trend of manufacturers trying to shift the weight forward to improve front grip*, so its not too out of place, compare the Audi R18:

Image

The other thing is that my car has quite long "wheel pods" and comparatively short "side pods" which gives the impression of the cockpit being further forward than it actually is. Having driven the car from cockpit view I found that the driving position didn't feel much different from the lola upon which it is partially based.

Regarding 3ds max, I can export to .3ds, but that will remove all smoothing groups and corrected normals, so you will have to do a lot of work to get it looking good. Your best bet is to pick up the rFactor Dev Tools and import directly from the .gmts. As long as proper credit is given should you use my car for a project or release the game you make, I have no problem with you using it.

Just let me finish it first!

*Front grip is a perennial problem with closed wheel prototypes, you've got a huge rear wing and efficent diffuser at the back, but only a small dive planes and a reletively inefficient splitter at the front.
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Re: Something I'm working on for rFactor/rFactor 2.

Postby RealRacingRoots » 14 Feb 2012, 12:07

IdeFan wrote:Just let me finish it first!


I can wait. :lol:

I got other things to work on, mainly taking an old Ferrari F60 model and remaking all of the bits of it. I got most of the front wing and chassis done, everything else (side pods, airbox, suspension, rear wing) still left. And if your prototype doesn't import well, I can use that when it's done. F1RWRS the game *cough* *cough*
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Re: Something I'm working on for rFactor/rFactor 2.

Postby IdeFan » 15 Feb 2012, 05:32

Image

I wanted to put a Fondmetal logo on there but couldn't make it look good, but what other wheel manufacturer could it possibly be?

My own team will use the Yellow rims with Michelin tires.
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Re: Something I'm working on for rFactor/rFactor 2.

Postby Stramala » 15 Feb 2012, 05:44

IdeFan wrote:Image

I wanted to put a Fondmetal logo on there but couldn't make it look good, but what other wheel manufacturer could it possibly be?

My own team will use the Yellow rims with Michelin tires.

I believe Yamaha manufacture rims? Also, HKS, they had what would have been a rejectful V12 engine in the early 90s, but it never got past testing.
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Re: Something I'm working on for rFactor/rFactor 2.

Postby Nuppiz » 15 Feb 2012, 07:41

IdeFan wrote:I wanted to put a Fondmetal logo on there but couldn't make it look good, but what other wheel manufacturer could it possibly be?

What about Rial or ATS?
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Re: Something I'm working on for rFactor/rFactor 2.

Postby dr-baker » 15 Feb 2012, 08:32

Dynamics, of Team Dynamics/BTCC fame, are wheel rim manufacturers, I believe...
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Re: Something I'm working on for rFactor/rFactor 2.

Postby IdeFan » 16 Feb 2012, 05:07

Image

Image

Image

Headlights and Brakelights done, not entirely satisfied with the look on the headlights and I'd like to do some lens flairs, but that'll do for now.
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Re: Something I'm working on for rFactor/rFactor 2.

Postby Waris » 19 Feb 2012, 11:56

I think it looks pretty good in the dark.
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Re: Something I'm working on for rFactor/rFactor 2.

Postby RealRacingRoots » 19 Feb 2012, 14:23

The headlights look a little too symmetrical and a bit big, based on the new pics.

EDIT: Progress on the front wing is coming along nicely, working on the rear element and the base of the end plate. The sides of the cockpit will be changed later once I begin working on the sidepods. I'm working from the front of the car to the back, or from the outside to the middle. I got a lot of time left to work on the car in school. The hope is just to get a basic game or the menu of the game done with the car in it. But I got to start somewhere, and here is the progress.

Image
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Re: Something I'm working on for rFactor/rFactor 2.

Postby IdeFan » 22 Feb 2012, 05:49

Looking a little slender from that pic, but then in my experience the models usually look out of proportion when its only part of them.

Anyway I've made a beta release for the car:

Youtube Video

Download Link
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Re: Something I'm working on for rFactor/rFactor 2.

Postby MinardiFan95 » 22 Feb 2012, 17:12

I've made two skins for this already, one based off the classic Gulf livery and an F1 Rejects themed livery.

Image
Image

The F1 Rejects car on my "local" (I live about 80 km from there) track on rFactor, the Coffs Harbour Road Course.
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Re: Something I'm working on for rFactor/rFactor 2.

Postby IdeFan » 22 Feb 2012, 22:16

Looking pretty sweet minardifan, but looking at the gulf scheme the orange bit on the nosecone doesn't line up properly, was that a problem with the mapping? I tried to make it easy to paint on but obviously it's my first attempt.
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Re: Something I'm working on for rFactor/rFactor 2.

Postby Waris » 17 Mar 2012, 08:00

It looks excellent in motion! I really wish I had a computer that could run rFactor and some Blender skills, because I could do all sorts of nice things that way.
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Re: Something I'm working on for rFactor/rFactor 2.

Postby RealRacingRoots » 09 May 2012, 15:51

Got 3DS Max a few days ago. Still working on the F1 (F1RWRS) car after the file corrupted and had to start the whole thing from scratch. I've made insane progress in the last week. If' it's grey or red (except for brakes), I haven't worked on it yet.


Starting with May 1st.
Image

May 8th,
Image

And progress from today.
Image

Hopefully we get it working in Rfactor or I make a simple menu and environment in Unity 3d, as a tech demo. I still got around a month in-school before i graduate. Here goes nothing....
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Re: Something I'm working on for rFactor/rFactor 2.

Postby RealRacingRoots » 15 May 2012, 11:43

The F1RWRS 001 (insert new name here) is nearing the first stage of completion. I still need to fix the tub and make it not hollow, and add the exhaust to the side pods. After those get added, it will be about removing as many necessary polygons as possible. Expect another update in the next few weeks. But in the mean time, MOAR PHOTOS! Links, because they show for me, and not for any one else.

Front
Image

Side
Image

Top (including invisible floor of tub)
Image

And the rear. (including my really bad diffuser, the one part I just can't do)
Image
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Re: Something I'm working on for rFactor/rFactor 2.

Postby Wizzie » 15 May 2012, 16:23

The pictures aren't working :|
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Re: Something I'm working on for rFactor/rFactor 2.

Postby Stramala » 15 May 2012, 18:21

Wizzie wrote:The pictures aren't working :|

Because he didn't use direct links to the files, instead pasting in a URL that has no file extension so the {img} tags can't load them Image
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Re: Something I'm working on for rFactor/rFactor 2.

Postby RealRacingRoots » 16 May 2012, 01:39

kostas22 wrote:
Wizzie wrote:The pictures aren't working :|

Because he didn't use direct links to the files, instead pasting in a URL that has no file extension so the {img} tags can't load them Image


Oh, mercy me. My idea to upload them my GTPlanet folder which has all my other photos for the project then link there just doesn't work. Lovely. I guess I'll upload them to twitter then. (@RealRacingRoots)

EDIT (May 26th): Here's the steering wheel.

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Re: Something I'm working on for rFactor/rFactor 2.

Postby RealRacingRoots » 29 May 2012, 15:17

YES! The modeling process of the F1RWRS 001 done. It has approximately 25k polys and texturing is set to being tomorrow. Now comes the part where I need some help from you, IdeFan. What will need to be done so that the car will work in rFactor? Considering you got one car in the game already, you should be able to help me out with this one, showing how to add custom cars in the game. Thanks in advance bro.

MOAR PICS YEY.

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Re: Something I'm working on for rFactor/rFactor 2.

Postby Waris » 07 Jun 2012, 03:32

It reminds me of USF1 Type 1, and I'm not sure if that's a good thing...
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Re: Something I'm working on for rFactor/rFactor 2.

Postby RealRacingRoots » 07 Jun 2012, 06:53

Waris wrote:It reminds me of USF1 Type 1, and I'm not sure if that's a good thing...


It's somewhat based off of a Ferrari F60 (with a McLaren derived steering wheel no-less), which is one of the more simple cars from this wide front wing/narrow rear wing generation. So later down the line I can make new upgrade bits for the car, if that makes any sense.
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Re: Something I'm working on for rFactor/rFactor 2.

Postby pasta_maldonado » 07 Jun 2012, 20:13

RealRacingRoots wrote:
Waris wrote:It reminds me of USF1 Type 1, and I'm not sure if that's a good thing...


It's somewhat based off of a Ferrari F60 (with a McLaren derived steering wheel no-less), which is one of the more simple cars from this wide front wing/narrow rear wing generation. So later down the line I can make new upgrade bits for the car, if that makes any sense.

I sense a virtual championship coming along when it's finished :lol:
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Re: Something I'm working on for rFactor/rFactor 2.

Postby eurobrun » 07 Jun 2012, 20:15

pasta_maldonado wrote:
RealRacingRoots wrote:
Waris wrote:It reminds me of USF1 Type 1, and I'm not sure if that's a good thing...


It's somewhat based off of a Ferrari F60 (with a McLaren derived steering wheel no-less), which is one of the more simple cars from this wide front wing/narrow rear wing generation. So later down the line I can make new upgrade bits for the car, if that makes any sense.

I sense a virtual championship coming along when it's finished :lol:


Because F1Rejects needs another championship. :D
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Re: Something I'm working on for rFactor/rFactor 2.

Postby pasta_maldonado » 07 Jun 2012, 20:16

eurobrun wrote:Because F1Rejects needs another championship. :D

Because I've got too much spare time :D
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Re: Something I'm working on for rFactor/rFactor 2.

Postby eurobrun » 07 Jun 2012, 20:18

pasta_maldonado wrote:
eurobrun wrote:Because F1Rejects needs another championship. :D

Because I've got too much spare time :D


I am already trying to think of a good entry idea.
Wizzie wrote:
Me wrote:I have no idea why I always think Tony D'Alberto is a mafia member :P
He's from a family of used cars salesmen... which might as well be the mafia Eurobrun :lol:
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