Posts

rFactor 2 Car Paint with Colored Chrome

Dec 8, 2019


Article #3 in a 4-part series.


911CNKurrasel

Expanding on my initial post on the rFactor 2 Car Paint Editor, I decided to try colored chrome. Normally when assigning a region as chrome, that area of the car appears like silver chrome. In order to obtain a colored chrome, edit the json file. To generate a json file for your car, edit the regions including assigning colors then use the Rebuild button. The file appears in the same folder with the skin files. Load the json file into a text editor and look for “lacquerThickness” near the bottom. The default value is 0.3, so adjust higher and use the Rebuild button. Using as example of a Porsche 911 GT3 Cup car painted by Studio 397, I chose the same value of 0.51071.

In the skin file color the chrome area as the intended color then in the paint editor set laquer the same or different to adjust as desired. The apparent color varies by light and view angle. I set my chrome color to deep red, but notice in the screen capture above the chrome takes on a purple tone. The downside of chrome is that it may appear too bright in the shadows or at night. Also, watch for bright jagged edges where it catches the light.

Continue reading...

Team Cars for rFactor 2

Apr 5, 2019

Since trying out the rFactor 2 car paint editor, I decided to form a team with cars in different classes. For consistency all cars now share the same color set. I changed the number placards so background color represents car class as denoted by the position lights of the official Studio 397 GT3 and endurance packs: green for GT3/GTD, red for GTE/GTLM, purple for LMP3, and blue for LMP2. I also stripped the sponsor decals so only my websites, products, and creations appear on the cars. Sponsors may have display guidelines or other restrictions on use of their logos. Adding to my Callaway Corvette C7 in GT3 class, I chose Porsche 991 RSR for GTE/GTLM, and Norma M30 for LMP3.

RF2teamDT1

Continue reading...

rFactor 2 Car Paint Editor

Feb 21, 2019


Article #1 in a 4-part series.


Rf2c7Zand1scr

Studio 397 recently added a guide on painting a car for rFactor 2 using their new material system as announced on their “Roadmap Update January 2019” post. Cars come with templates to help create colored region masks to designate materials using the car paint editor. Basically, create two image files: one for the regular skin and another for the region map. The editor provides immediate feedback within the game for changing body color and materials. As of today only the official DLC GT3 and GTE cars exteriors are supported. Future updates will add materials to the car interiors and tracks. Also, the developers continue to work on their new interface for rFactor 2 based on HTML. Currently access the paint editor using a web browser, and my assumption is the new interface will include the editor.

Rf2c7Zand2scr

Continue reading...

Apps Discontinued

Oct 24, 2018

My applications, Draco Calculation and Dee Count are no longer available on Apple App Store as I can no longer justify spending an annual fee to provide a free game. Downloads to iPhone or iPad will no longer be possible so keep a backup of your device.

I have appreciated the feedback and also kind words from those simply expressing their enjoyment of my game. Thank you.

Continue reading...

FO4 CBBE Outfit With Cloth Physics

Jul 27, 2018

This guide shows the cloth-physics method to obtain breast physics on a CBBE outfit using Outfit Studio for Fallout 4. Why does an outfit need breast physics? So women dressed in cotton blouses aren’t mistaken for robots, or worse, synths!

prerequisites

I’m using “TheKite’s Handmaiden” by Niero and TheKite for an example outfit. I chose this as an example, because the outfit comes with multiple parts.


Overview

The method used here will be copying physics from the CBBE reference body to the outfit. Physics which optionally comes with CBBE uses cloth physics (applied to the body) to simulate breast movement and jiggle. Copying physics from the body to an outfit is simple, but comes with limitations.

Warning

  • only one kind of cloth physics may be worn at a time

What this means is that if an outfit uses cloth physics for breasts, the character may not also equip cloth physics on a scarf or the coat-tail of an overcoat. Avoid equipping both else risk wild physics weirdness. The same holds for naked body using cloth physics (default if CBBE body built with physics using BodySlide) and putting on a coat or scarf with physics. A character may equip two distinct items both with exactly the same physics for breasts, but consider combining the two items into a single outfit for best results. I’ll go over the special case of multiple outfit pieces at the end.

BodySlide Preset tips

  • the “(Outfit)” such as in “CBBE Slim (Outfit)” indicates supported breasts given by the outfit
  • when building an outfit generally best to use an outfit preset unless the breasts are not supported at all

Continue reading...