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Messages - Tiago Lourenço

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Car Modding / Re: Toyota Celica GTO 1987
« on: August 23, 2015, 09:54:55 am »
Will definitely try it. Thanks for sharing friend!  (beer)

Sims Content / Game Stock Car Extreme - Mirroring
« on: July 28, 2015, 09:29:31 pm »
«Stock Car Extreme is a realistic racing game simulating brazilian Stock Car V8 series, also featuring several extra series and tracks covering a wide variety of racing disciplines.» provides now full speed download links for the so promising Game Stock Car Extreme through the Downloads page.

Click here to go to the Download Page for Game Stock Car Extreme

Feel free to leave a comment with a suggestion. (beer)

Developer's Diary / Re: 01-07-2015 - Oulton park 2015 Wip
« on: July 07, 2015, 09:25:51 pm »
Not really, should I?

If you like it yourself, I don't think you should. :P

Developer's Diary / Re: 01-07-2015 - Oulton park 2015 Wip
« on: July 07, 2015, 06:21:07 pm »
The new links work just fine. ;)

Nice work. ;) You're planning on editing the images more?

Developer's Diary / Re: 01-07-2015 - Oulton park 2015 Wip
« on: July 06, 2015, 10:02:46 pm »
Me neither. :S

Developer's Diary / Re: 01-07-2015 - Oulton park 2015 Wip
« on: July 05, 2015, 02:16:05 pm »
Yep, i was searching for proper pics, but can`t find any...

@Tiago: what do you mean with "bottom left"? Annother idea about the rF2 Logo? Because it should be there, wherever, but there...

I like simple images so:

Good work anyway  ;)

Developer's Diary / Re: 01-07-2015 - Oulton park 2015 Wip
« on: July 04, 2015, 04:54:37 pm »
Hope, it`s simple enough  :D,axvg3dod5vkqgto,p1ty0cuda43g455,0ak8drhscvoppw5/Gallery#auh8gl7a6enb5dz

Nice work mate.

I would just remove the bottom left and the "RF2" text. Personal taste. :P


Sims Content / [rFactor 2] Build 930 and Build 946 Comparason Images
« on: April 04, 2015, 12:43:10 pm »

Build 930 (Full-size Images)

Build 946 (Full-size Images)

Sims Content / Re: Zandvoort v0.85 for rFactor 2
« on: November 01, 2014, 11:17:31 pm »
Having some fun @ Max Settings. :)

Both the NSX and Clios are an amazing combo with this track!

Discussion / Re: Welcome to
« on: September 26, 2014, 10:06:59 am »
Hello people.

Firstly, welcome to our small community. Considering the fact that this is a forum, it will definately grow much more if we help eachother. I would like to personally ask everyone to give a small contribute as you can.  ;)

That said, as Nuno stated, we'll be focused on providing 24/7 downloads from a growing variety of simulators games, simplified modding tutorials and, eventually, plugins programming tutorials along with P2P support.

We are entirely open for suggestions regarding downloads, tutorials or even features for the forum. Anything you ever dreamed of.  ;D If you find any bug, feel free to let us know is the following thread:


Also, a very special feature is being worked on. If you're a simracer, you will definitely be amazed by it.  ::)

Thank you and welcome!  ;)

Track Modding / Opening and Editing Files
« on: July 14, 2014, 12:00:27 pm »
GDB, SCN, AIW, TDF, and CAM files
These are simple text (TXT) files used by the game. The contain settings for; the track name and stats, objects loaded onto the track and their settings, artificial intelligence, terrain settings, and cameras.
They can be opened up with Windows Notepad or Notepad++ editor. Try looking on
I use notepad++ and try not to use WordPad, or MS WORD or any other complex word processors because they always add tons unneeded formatting to the file that makes it harder to work with and rF may not be able to read them.

MAS files
These are compressed files similar to zip files. They help reduce file size of the meshes and textures, plus can be locked for copyright purposes.
You need the MAS file utility to open them.
Alternatively, you can generate them with 3D Max using the gMotor2 plug-in.

GMT files
These are the 3D geometry of the track. It is up to you to decide what program to use to Creating the 3D mesh for you’re track. There are many software packages that you can use to do this task, but by far the best way is with 3D Max. Its what the author uses, and what ISI’s whole modding scheme pretty much is dependent upon.
Here’s one strategy if you are 3D Max deprived or if you have tons of experience with a particular 3D editor and have a way to convert it to 3ds format. Make the geometry, convert it to 3ds then import it to 3D Sim Ed or BTB, then from there convert it to a GMT.
I suggest Max, or BTB for all 3D work, but have heard that Milkshape and zModeler work ok too.
Here are the rFactor development tools for 3D Max
To use this plug-in, you will need Autodesk 3D Max 5 or higher. 3D Max is a complex and expensive 3d editing program used by professional 3D artists and game makers. You can find deals on it sometimes if you are a student, but for most people it’s out of reach.
GMT importer for 3ds max v0.8 is a plug-in that you can use to import rFactor meshes and their materials into Max.
3DSimEd is another program that can edit rFactor's mesh files, and it can convert other tracks from several other simulators too.

Bob's Track Builder
You can also try Brendon Pywell's Bob's Track Builder to make a track surface, that can then be saved and loaded in 3D Max.. I’m not going to into detail about it in this guide but, it functions very similar to lofting, but much easier to use. I’ve
heard good and bad things about this tool. Its supposedly good for roughing out a track, but its incomplete and still requires extra work in 3dmax to do the finishing touches; combining track pieces, mapping, and materials, etc.

Images files format
These are found in the (Trackname)Map.Mas files. They are textures (or pictures) used for all surfaces of the track; be it road, grass walls or trees. You need to generate a bunch of these to make your track.
Painting is a skill all in its self, like modeling, and takes a lot of practice to make realistic ones, so if you aren't ready for all that yet you can start with the ones used by the original tracks. If you are gifted at painting and want something unique for you're project, a paint program like Photo Shop or Paint Shop Pro will be you’re best choice for editing.

DDS Files (best format for games)
The DirectDraw Surface container file format (uses the filename extension DDS), from Microsoft, is a standard for storing data compressed with the lossy S3 Texture Compression (S3TC) algorithm, which can be decompressed in hardware by GPUs and consoles like the PlayStation Portable, PlayStation 3 and Xbox 360. This makes the format useful for storing graphical textures and cubic environment maps as a data file, both compressed and uncompressed. The Microsoft Windows file extension for this data format is '.dds'.

Generating the files is pretty easy, although you have to learn how to use the nVidia DDS plug-in along with a tutorial on how to use them and save transparencies as a mask layer (for trees and windows).

TGA Files
TGA or TARGA format is a format for describing bitmap images, it is capable of representing bitmaps ranging from black and white, indexed colour, and RGB colour, the format also supports various compression methods. This note describes the minimal requirements for creating a TGA file for a 24 bit RGB uncompressed colour image, this covers most applications where a developer might want to create an image for another package which reads TGA files.

A more complete description of the format is given after this special case and the complete specification is supplied at the end. File extension for this data format is '.tga'.

BMP Files
The BMP file format, also known as bitmap image file or device independent bitmap (DIB) file format or simply a bitmap, is a raster graphics image file format used to store bitmap digital images, independently of the display device (such as a graphics adapter), especially on Microsoft Windows and OS/2 operating systems.

The BMP file format is capable of storing 2D digital images of arbitrary width, height, and resolution, both monochrome and color, in various color depths, and optionally with data compression, alpha channels, and color profiles. The Windows Metafile (WMF) specification covers the BMP file format. Among others wingdi.h defines BMP constants and structures. File extension for this data format is '.bmp'

PNG Files
Portable Network Graphics (PNG, pronounced "ping"), is a raster graphics file format that supports lossless data compression. PNG was created as an improved, non-patented replacement for Graphics Interchange Format (GIF), and is the most used lossless image compression format on the Internet.

PNG supports palette-based images (with palettes of 24-bit RGB or 32-bit RGBA colors), grayscale images (with or without alpha channel), and full-color non-palette-based RGB[A] images (with or without alpha channel). PNG was designed for transferring images on the Internet, not for professional-quality print graphics, and therefore does not support non-RGB color spaces such as CMYK.

PNG files nearly always use file extension PNG or png and are assigned MIME media type image/png. PNG was approved for this use by the Internet Engineering Steering Group on 14 October 1996, and was published as an ISO/IEC standard in 2004. File extension for this data format is '.png'

JPEG Files
In computing, JPEG (seen most often with the .jpg or .jpeg filename extension) is a commonly used method of lossy compression for digital images, particularly for those images produced by digital photography. The degree of compression can be adjusted, allowing a selectable tradeoff between storage size and image quality. JPEG typically achieves 10:1 compression with little perceptible loss in image quality.

JPEG compression is used in a number of image file formats. JPEG/Exif is the most common image format used by digital cameras and other photographic image capture devices; along with JPEG/JFIF, it is the most common format for storing and transmitting photographic images on the World Wide Web. These format variations are often not distinguished, and are simply called JPEG.

The term "JPEG" is an acronym for the Joint Photographic Experts Group, which created the standard. File extension for this data format is '.jpg'

Track Modding / SCN File Definition
« on: July 14, 2014, 11:43:54 am »
This file is used for loading of all assets, lights, timing meshes, and sounds.

Files, paths, and instances are loaded 'once' in the order they are listed in the SCN file; so things like material settings and textures are only loaded once, for the first GMT that uses them. (IE: if there is a bug in the first instance's material settings, it will affect all of the other ones that use that material, or fix instances further down the line, if it's fine and the later ones are bad.)

The name of the object can be any word or number combination. Its recommended that you use a name that won't conflict with other assets used with the track, like car part names commonly used, and never use he same name twice in the SCN, or only the first will be loaded. Special names are used for various special objects like skies, lights, loose stuff and timing, so also be sure not to use those names mistakenly.

Render=False - Used for barriers you want to be hittable, but not seen.
Change=False - Used for timing meshes, not sure what they do yet

CollTarget=False or True//Determines whether an object is hittable
HATTarget=False or True//Collision related, only used if object is hittable
Render=False//Use if object is not to be seen
MeshFile=Cone36.gmt//The file to be loaded by the instance

Also read Visgroups section Here

If not definedShows in all detail settings
VisGroups=(01)//Only shows up in max detail
VisGroups=(02)//For max and high detail
VisGroups=(04)//For max - medium detail
VisGroups=(08)//High detailed object that you want replaced with E
VisGroups=(16)//Low detailed object replacing D at low detail setting
VisGroups=(32)//not seen in the mirror
VisGroups=(64)//Things removed from practice session
VisGroups=(128)//Things removed from qualifying session
VisGroups=(256)//Things removed from race session
VisGroups=(512)//Things viewed in daytime only
VisGroups=(1024)//Things viewed at nighttime only
VisGroups=(2048)//Things viewed from active trackside cams
VisGroups=(4096)//Things removed from warmup session

Special2=(1) //is a Crowd Sound (Plays ambient sound "fans_normal_1.wav")
Special2=(2) //is an Air horn (Randomly Plays ambient sounds from "air_horns_1.wav ~air_horns_3.wav")
Special2=(6) //is the announcer (Plays ambient sound "announcer_1.wav")
Special2=(5) //used to be reverb (for under tunnels, etc.), but I'm pretty sure it doesn't work anymore, as the sound library interface changed and we weren't using it ...
Special2=(7) //plays a sound when somebody enters the pit "ambient.wav"

Also read the Animations section Here

This object is tagged so it will spin like a top.

Moveable=True MeshFile=RotateY10_blahblahblah.gmt CollTarget=False HATTarget=False

ShadowReceiver=True //Use if object needs to have a shadow cast on it
ShadowCaster=(Static, Solid, 256, 256) //Use for prominent track object so they project a shadow on the track.
Shadowcasters have several variations depending on the application and performance restrictions. Here are some definitions to help pick what you need

Static, //Can be Static or Dynamic, depending on if you want it to be cast on to cars or just the low poly terrain. Static is used for trees and objects far from the track. Dynamic is sparingly used for foot bridges, and objects that cover the track, and passably cast over the cars, it can also be used to control frame rate if dynamic shadows are causing slowdowns
Solid, //Can be either Solid or Texture, depending on if the object uses a transparent texture, like a tree, or solid if it is a structure, like a building, sign or light post
256, 256 //The texture or object can use one of several resolutions for its shadow detail, i.e.; 64, 64 or 128, 128 or 256, 256 (higher resolutions will severely reduce performance, so use them sparingly)


Searchpath=. //List of all file paths (from the Locations folder). "Searchpath=. " is refering to the Location folder

MASFile=COMMONMAPS.MAS //List of all MAS files used

Also read the GDB Section here for more LIGHTING AND SUN ANGLE SETTINGS

  Color=(0, 0, 0)
  Size=(1.00, 1.00) Center=(0.5, 0.5)
  FOV=(77.75, 62.50)
  ClipPlanes=(0.50, 1500.00)
    Color=(0, 0, 0)
    Size=(1024.00, 64.00) Center=(512.00, 32.00)
    FOV=(62.5, 62.5)
    ClipPlanes=(0.50, 150.00)

AmbientColor=(100, 109, 136) //Lighting color for shadows

FogMode=LINEAR FogIn=(200.00) FogOut=(5000.00) FogDensity=(0.20) FogColor=(203, 214, 236) //Environmental fog

Light=FDirect01 //Sunlight settings
Type=Directional Dir=(0.338743,-0.883505,-0.323532) Color=(255, 255, 255)

Also read the Lights Section Here

Light=NightLight00 //Light used for night racing, turns on at dusk and off at dawn
Type=Omni Pos=(-223.159912, 11.439373, 12.055908) Range=(0.000000, 43.000000) Active=True Intensity=(1.000000) Color=(255, 255, 255)
Light=TunnelLight00 //A light that is on all the time and specifically for lit tunnels
Type=Omni Pos=(-63.024208, 9.746458, -286.504927) Range=(0.000000, 30.000001) Active=True Intensity=(1.000000) Color=(255, 255, 255)
Instance=NightLight67Glow //The mesh used for night light's emissive glow mesh
VisGroups=(36) MeshFile=NightLight67Glow.gmt CollTarget=False HATTarget=False

Also read the the SkyBox section Here

Instance=skyboxi //Skybox mesh
  MeshFile=skyboxi.gmt CollTarget=False HATTarget=False
    MeshFile=Sky.gmt CollTarget=False HATTarget=False

Also read the CheckPoints Section Here

Instance=xfinish //Timing objects (start-finish line, checkpoint sectors, and pit sectors)
Render=False Change=False VisGroups=(32) MeshFile=xfinish.gmt CollTarget=True HATTarget=False Response=VEHICLE,TIMING
Render=False Change=False VisGroups=(32) MeshFile=xpitin.gmt CollTarget=True HATTarget=False Response=VEHICLE,PITSTOP
Render=False Change=False VisGroups=(32) MeshFile=xpitout.gmt CollTarget=True HATTarget=False Response=VEHICLE,PITSTOP
Render=False Change=False VisGroups=(32) MeshFile=xsector1.gmt CollTarget=True HATTarget=False Response=VEHICLE,TIMING
Render=False Change=False VisGroups=(32) MeshFile=xsector2.gmt CollTarget=True HATTarget=False Response=VEHICLE,TIMING

Also read the Starting Lights section Here

VisGroups=(32) MeshFile=startglow.gmt CollTarget=False HATTarget=False
VisGroups=(32) MeshFile=startlight.gmt CollTarget=False HATTarget=False
VisGroups=(32) MeshFile=pitglowout.gmt CollTarget=False HATTarget=False
VisGroups=(32) MeshFile=pitlightout.gmt CollTarget=False HATTarget=False
VisGroups=(32) MeshFile=pitlightout.gmt CollTarget=False HATTarget=False
VisGroups=(32) MeshFile=pitglowin.gmt CollTarget=False HATTarget=False

Instance=Cone36 //This is a cone that can be hit on the track (it needs to be named "CONE, POST or SIGN" for it to work)
Moveable=True MeshFile=Cone36.gmt CollTarget=True HATTarget=True ShadowCaster=(Dynamic, Solid, 64, 64)

Instance=pdoor44 //The door of a garage. Disappears when a car is using this space.
VisGroups=(36) MeshFile=pdoor44.gmt CollTarget=True HATTarget=False

Track Modding / GDB File Definition
« on: June 23, 2014, 11:40:54 am »
This file contains the data about the menu names and description of the track, as well as day/nightlight levels, race settings, the scoreboard settings, and other condition related settings.

GRAND_VALLEY_S //Track file name (must be the same as file name)
Filter Properties = SmallOval 2005 SRGrandPrix OWChallenge //The race series the track is available in
Attrition = 30 //# of cars that will run the race after a lap, and 1 less car thereafter.
TrackName = Grand Valley Speedway //Only shown in the track's description
GrandPrixName = Grand Valley Speedway //Not used in game
EventName = Grand Valley Speedway //This field is the specific layout used for the race, or the track’s subfolder’s name
VenueName = Grand Valley //This field is used as the main folder of a track
Location = Fantacy Track
Length = 15.183 m.24.433 km.
TerrainDataFile= Grand_Valley_S.tdf //The TDF file used for this specific track.
Track Record = unknown

GarageDepth = 4.0
RacePitKPH = 80
NormalPitKPH = 80
Practice1Day = Friday
Practice1Start = 10:00
Practice1Duration = 60
Practice2Day = Friday
Practice2Start = 14:00
Practice2Duration = 60
Practice3Day = Saturday
Practice3Start = 9:00
Practice3Duration = 45
Practice4Day = Saturday
Practice4Start = 12:00
Practice4Duration = 45
QualifyDay = Saturday
QualifyStart = 14:00
QualifyDuration = 60
QualifyLaps = 12
WarmupDay = Sunday
WarmupStart = 9:00
WarmupDuration = 30
RaceDay = Sunday
RaceStart = 12:00
RaceLaps = 60
RaceTime = 120

SkyBlendSunAngles=(-20.5, -1.0, 11.5, 25.5)
Latitude = 40 //degrees from Equator (range: -90 to 90, positive is Northern Hemisphere)
NorthDirection = 155 //the direction of North in degrees (range: 0 to 359)
RaceDate = October 24 //default date for the race
SunriseAmbientRGB = (120,120,110)
SunriseDirectionalRGB = (255,248,198)
SunriseFogRGB = (110, 110, 140)
DayAmbientRGB = (80,89,126)
DayDirectionalRGB = (255,255,255)
DayFogRGB = (110, 110, 140)
SunsetAmbientRGB = (130,130,120)
SunsetDirectionalRGB = (255,248,198)
SunsetFogRGB = (110, 110, 140)
NightAmbientRGB = (10,19,46)
NightDirectionalRGB = (30,30,30)
NightFogRGB = (0,0,0)

ScoreboardFont=SCOREFONT.TGA //default is scoreboardfont.bmp
ScoreboardBackground=SCORETOWERBKG.TGA //default is scoreboardbkg.bmp
ScoreboardMaxEntries=8 //how many car numbers can be displayed on tower (default is 32)
ScoreboardStartX=0 //x-position in texture to write first car number (default is 0)
ScoreboardStartY=0 //y-position in texture to write first car number (default is 10)
ScoreboardIncX=32 //increment in x-position for each new car number (default is 0)
ScoreboardIncY=0 //increment in y-position for each new car number (default is 16)
ScoreboardScaleX=1.15 //scale multiplier for x (default is 1.0)
ScoreboardScaleY=1.3 //scale multiplier for y (default is 1.0)

SettingsFolder = Grand Valley //The name of the folder used for setups for this track
SettingsCopy = Grip.svm
SettingsCopy = Grand Valley.svm
SettingsAI = Grand Valley.svm //Default setup used by AI
Qualify Laptime = 92.000
Race Laptime = 94.000

//LOOSE TRACK OBJECT SETTINGS (Using Default numbers)
//"<type> = (<mass>,<inertia x>,<inertia y>,<inertia z>,<spring>,<damper>,<friction> )"
CONE = ( 2.5, 0.25, 0.20, 0.25, 1425.6, 72.0, 0.80 )
POST = ( 1.2, 0.5, 0.1, 0.5, 400.0, 40.0, 0.80 )
SIGN = ( 5.0, 4.0, 2.0, 6.0, 1024.0, 44.8, 0.70 ) // default inertia parameters for signs are actually calculated based on geometry
WHEEL = ( 15.0, 0.7, 0.5, 0.5, 5625.0, 45.0, 1.0 )
WING = ( 10.0, 1.0, 0.5, 1.5, 3600.0, 60.0, 0.60 )
PART = ( 10.0, 1.0, 0.5, 1.5, 3600.0, 60.0, 0.60 )

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