Search found 40 matches

by AndreasFSC
09 Jan 2022, 20:33
Forum: MISC
Topic: Race 07 "remaster"
Replies: 61
Views: 1979

Re: Race 07 "remaster"

Great :D

Anyone here having an idea about this topic:

[External Link Removed for Guests]
by AndreasFSC
05 Jan 2022, 13:58
Forum: MISC
Topic: Race 07 "remaster"
Replies: 61
Views: 1979

Re: Race 07 "remaster"

Yes, that would be useful :D
by AndreasFSC
04 Jan 2022, 17:39
Forum: MISC
Topic: Race 07 "remaster"
Replies: 61
Views: 1979

Re: Race 07 "remaster"

I have tried that, but no luck so far sadly. Suddenly it stopped working, but when switching profile it works again. These values in the player file seems to be necessary together with the memory edit: CURNT Full Course Yellows="1" // Whether full course yellows can be called QUICK Full Co...
by AndreasFSC
01 Jan 2022, 17:06
Forum: MISC
Topic: Race 07 "remaster"
Replies: 61
Views: 1979

Re: Race 07 "remaster"

I tried move the safetycar, but no difference sadly. By the way, to enable the full course yellow I: force 00D79480 to value 1 set 00d79660 to value 82 (way too low probably, but good for testing) and, as I said not move the car. Full course yellow is called immediately after the start, and after th...
by AndreasFSC
01 Jan 2022, 14:55
Forum: MISC
Topic: Race 07 "remaster"
Replies: 61
Views: 1979

Re: Race 07 "remaster"

Very good idea!
I now know that the engine gets started when the safetycar is called out on track 188.5 rpm (0 rpm before that)
control: 1
inPits: 1

Fuel is about the same as other cars, and tire compound 2 is used.

After a little while engine gets turned off
by AndreasFSC
31 Dec 2021, 14:46
Forum: MISC
Topic: Race 07 "remaster"
Replies: 61
Views: 1979

Re: Race 07 "remaster"

I will try that :D
by AndreasFSC
30 Dec 2021, 21:13
Forum: MISC
Topic: Race 07 "remaster"
Replies: 61
Views: 1979

Re: Race 07 "remaster"

My opponents actually do slow down when testing now, but only after one lap and full course yellow gets called. (I just stop at the starting line) But it seems it doesn't get called off again, or maybe I need to wait a little bit longer? The safety car doesn't leave its position. The ai cars drives ...
by AndreasFSC
30 Dec 2021, 14:28
Forum: MISC
Topic: Race 07 "remaster"
Replies: 61
Views: 1979

Re: Race 07 "remaster"

Yes you have to add the option for full course yellow the same way as for the other options we have added or force it. I have done that, but no luck so far. But I will try to combine it with setting the yellow flag 'mode' as I call it and the yellow flag state. Maybe that can help?
by AndreasFSC
30 Dec 2021, 11:10
Forum: MISC
Topic: Race 07 "remaster"
Replies: 61
Views: 1979

Re: Race 07 "remaster"

Yes these are the states I was talking about. Didn't know full course yellows were included, but it makes sense. Good to know, it can help finding and understanding all the functions that use this value. There are also the reconnaissence lap option that could maybe be used. Not that it is very usefu...
by AndreasFSC
29 Dec 2021, 15:03
Forum: MISC
Topic: Race 07 "remaster"
Replies: 61
Views: 1979

Re: Race 07 "remaster"

Can reshade access fragment depth? I thought it can only access the final screen buffer and perhaps things that are output by more modern games? Does it know what is ui and what is game (maybe from some kind of mask?) Gemfx can't so when enabeling bloom the menus look bad, and ambient occlusion does...
by AndreasFSC
29 Dec 2021, 10:40
Forum: MISC
Topic: Race 07 "remaster"
Replies: 61
Views: 1979

Re: Race 07 "remaster"

As I understand things the game needs to tell directx to render the scene to a temporary texture instead of to the screen. Then it is possible to add a shader to manipulate color values in many ways (I think I understand most of the basic shading principles now) and then render it to the screen. If ...
by AndreasFSC
28 Dec 2021, 20:08
Forum: MISC
Topic: Race 07 "remaster"
Replies: 61
Views: 1979

Re: Race 07 "remaster"

Do you think it is possible to add directx calls to the game? I have found a function where I think the track map color adjustment post processing is called (the one included in trackmap.fx). I have to do a lot more research, but it would be nice to enable some post processing. Nothing spectacular, ...
by AndreasFSC
19 Dec 2021, 10:33
Forum: MISC
Topic: Race 07 "remaster"
Replies: 61
Views: 1979

Re: Race 07 "remaster"

Yes I thought so, like the menu is "compiled" like the shaders. at 005db000 in the code there is a function containing logic for where to go after a race. It can send to these pages "RACE_WIN" "RACE_PODIUM_2ND" "RACE_PODIUM_3RD" "RACE_WIN" "RACE...
by AndreasFSC
19 Dec 2021, 00:36
Forum: MISC
Topic: Race 07 "remaster"
Replies: 61
Views: 1979

Re: Race 07 "remaster"

Interesting suggestion, I didn't know it can be used like that. On thing that I have thought about: Do you know what is possible to do in the menu system? I have tested a lot of menu things and combined things to other quite unusual things for the super touring menus, but do you know if it is someho...
by AndreasFSC
16 Dec 2021, 14:02
Forum: COMPANIAN v2
Topic: beta release of Companian v2
Replies: 9
Views: 2227

Re: beta release of Companian v2

Very well done, good options and a great way to make it more user friendly with only one plugin!

Edit: May I suggest to add a Companian special icon to the program so it is easier to see when running (not that it is hard now, but you know what I mean :lol: )
by AndreasFSC
12 Dec 2021, 15:04
Forum: MISC
Topic: Race 07 "remaster"
Replies: 61
Views: 1979

Re: Race 07 "remaster"

Yes it is useful for nvidia profiles to have a different name. I could not add a profile for my super touring install, but I can for this version now. Rendering double resolution really makes the game look much better for me :)
by AndreasFSC
11 Dec 2021, 18:04
Forum: MISC
Topic: Race 07 "remaster"
Replies: 61
Views: 1979

Re: Race 07 "remaster"

Remaster exe file works without problem with Steam. You can say that the exe needs Steam, Steam doesn't care. The changes to the exe does the same thing as the plugin, but one step earlier. The plugin changes the available options in memory, I change it in the code. The problem before was there were...
by AndreasFSC
06 Dec 2021, 19:50
Forum: MISC
Topic: Race 07 "remaster"
Replies: 61
Views: 1979

Re: Race 07 "remaster"

Thanks yuca :D

Force feedback changes are difficult to include as they are in the player file and controller profiles.
They need a lot of manually editing to be enabled, so for the moment I have no way to include it.
And I am not so good at judging what is good force feedback anyway :lol:
by AndreasFSC
26 Nov 2021, 22:48
Forum: MISC
Topic: Race 07 "remaster"
Replies: 61
Views: 1979

Re: Race 07 "remaster"

Thanks! The exe will be called RaceR_Steam.exe I have made some hex editing today, and now the pit crew options and some other things connected to the player file is in the game itself. For the remaster the pitcrew patch is no longer needed (unless I find some problem caused by the edits), but I gue...
by AndreasFSC
23 Nov 2021, 19:55
Forum: MISC
Topic: Race 07 "remaster"
Replies: 61
Views: 1979

Re: Race 07 "remaster"

I'm thinking about renaming the exe file in the mod to make it easier to make a nvidia control panel game profile (I can't make profiles for my different installs now). So I wonder, would it be difficult to make the plugins check for a different game memory if standard game exe is not run? Support f...
by AndreasFSC
14 Nov 2021, 08:54
Forum: MISC
Topic: Race 07 "remaster"
Replies: 61
Views: 1979

Re: Race 07 "remaster"

Yuca: yes things have to take the time needed, and your Race07 work is truly amazing! Generally everything works so well and really adds to the game :D I thought about asking for permission to include your addons to the project, but I realize a lot of things will happen in the future and there will ...
by AndreasFSC
13 Nov 2021, 17:47
Forum: MISC
Topic: Race 07 "remaster"
Replies: 61
Views: 1979

Re: Race 07 "remaster"

Not against it, but the problem was the different versions of UI: original/Mucho's improved menus/Super Touring Ui etc. so didn't want to include any new menu files in the mod and cause mismatches. Now with a dedicated UI things are different. I think one thing that maybe complicate things is that s...
by AndreasFSC
12 Nov 2021, 09:40
Forum: MISC
Topic: Race 07 "remaster"
Replies: 61
Views: 1979

Re: Race 07 "remaster"

One other quite trivial thing: I know the GTR2 guys have been able to add fx like backfire and sparks to other cars than the focused/player car.
I have searched in the game for where these effects are turned on/off but not found anything yet.
Probably a simple thing to edit if you know where to look.
by AndreasFSC
11 Nov 2021, 18:43
Forum: MODDING
Topic: Race 07 - Findings in the game
Replies: 4
Views: 174

Re: Race 07 - Findings in the game

HDC file without wheels (and perhaps som ai things): "Rules" "GarageDisplayFlags" MASS, "Inertia" "CGHeight" "WedgePushrod" "GraphicalOffset" "FLUndertray" "FRUndertray" "RLUndertray" "RRUndertray" &q...
by AndreasFSC
11 Nov 2021, 17:01
Forum: MODDING
Topic: Race 07 - Findings in the game
Replies: 4
Views: 174

Re: Race 07 - Findings in the game

yuca wrote: 11 Nov 2021, 16:57 can you explain this four :

"FlowCenter"
"2ndVEHFile"

"RimType"
"TyreType"
No, not yet, but the game seems to store the values at least. Don't know if RimType or similar is used in GTR like genstrings?
by AndreasFSC
11 Nov 2021, 16:59
Forum: MODDING
Topic: Race 07 - Findings in the game
Replies: 4
Views: 174

Re: Race 07 - Findings in the game

Things in talent file; "Default Driver" "StartsDry" "StartsWet" "StartStalls" "QualifyingAbility" "TrackAggression" "MinRacingSkill" "Composure" "RainAbility" "RaceAbility" "Passing" "C...
by AndreasFSC
11 Nov 2021, 16:46
Forum: MODDING
Topic: Race 07 - Findings in the game
Replies: 4
Views: 174

Race 07 - Findings in the game

I thought I should publish some findings here if it can be useful for someone: Available variables/options in .car file, or at least things the game looks for when reading the file: "ARC_HDVehicle" "PRO_HDVehicle" "SIM_HDVehicle" "INCLUDE" "HDVehicle"...
by AndreasFSC
11 Nov 2021, 15:58
Forum: MISC
Topic: Race 07 "remaster"
Replies: 61
Views: 1979

Re: Race 07 "remaster"

In championships it is better, because it is possible to add any name to the drivers, I use that in my championship simulator too.
by AndreasFSC
11 Nov 2021, 15:05
Forum: MISC
Topic: Race 07 "remaster"
Replies: 61
Views: 1979

Re: Race 07 "remaster"

2.
Do you mean in the championship, or are there any other ways to use these files?
by AndreasFSC
11 Nov 2021, 12:59
Forum: MISC
Topic: Race 07 "remaster"
Replies: 61
Views: 1979

Re: Race 07 "remaster"

Ok, I respect that ;) Anyway I plan to add support for your plugin(s) (will it be just one plugin in the future?) in the UI. I would like pitcrew detail to be changeable in the menu before a race, but need the added options too the memory. This would make it easier to switch between mods that works ...
by AndreasFSC
10 Nov 2021, 22:52
Forum: MISC
Topic: Race 07 "remaster"
Replies: 61
Views: 1979

Race 07 "remaster"

Just wanted to mention here (if someone has missed it) that we have started a Race 07 "remaster" project over at racedepartment. https://www.racedepartment.com/threads/race-remaster.210108/ The main idea is to make the game feel a little bit more modern, and to add the latest and best find...
by AndreasFSC
10 Nov 2021, 22:42
Forum: COMPANIAN v1
Topic: beta release of Companian
Replies: 9
Views: 285

Re: beta release of Companian

Really amazing pace, I haven't had the time to try one version before there is a new one!
Well done :)
by AndreasFSC
15 Oct 2021, 22:43
Forum: REQUESTS
Topic: help with Race 07 gauges
Replies: 7
Views: 144

Re: help with Race 07 gauges

Never seen that before, must be some instance confusion in the game?
Do the .cas file look like it usually do, or is it some other layout from the game it is converted from?
by AndreasFSC
11 Oct 2021, 17:19
Forum: REQUESTS
Topic: help with Race 07 gauges
Replies: 7
Views: 144

Re: help with Race 07 gauges

It should work like this: TachometerRange=(0, 7000, 224, 492) //start revs,end revs,start angle,end angle TachometerNeedle=(63.0,63.0,10.0, 114.0) //x-pos from left,y-pos from top ,width of needle,length of needle The positions are texture coordinates of the mapped texture used for the gauges effect.
by AndreasFSC
11 Oct 2021, 17:13
Forum: CARS
Topic: [Released] MG6 Xpower TCR
Replies: 6
Views: 250

Re: Brake pads problem

Yes it is the pivot points of the brake objects that is causing this.
Centering the objects should fix it, but moving car parts in 3dsimed can sometimes be tricky
by AndreasFSC
17 Jul 2021, 01:04
Forum: WIP
Topic: FXA and FXM research
Replies: 5
Views: 116

Re: FXA and FXM research

Sounds good. I have studied the basics of c++ some weeks ago and it is not that different from javascript as far as I can tell. It would obviously be a slow start, so some pre made code would be helpful. I use visual studio code, but have not been able to make it and its addons to compile anything. ...
by AndreasFSC
16 Jul 2021, 17:56
Forum: WIP
Topic: Blinding sun mod
Replies: 0
Views: 80

Blinding sun mod

This is a very simple project I have worked on. It is a big white "disc" that is added to the lense flares to simulate the blinding effect from the sun. https://www.mediafire.com/file/j4pn54yqoyu41h4/BlindingSun.zip/file To disable it, just delete "Texture=lens_flare_sun_big.dds scale...
by AndreasFSC
16 Jul 2021, 17:29
Forum: WIP
Topic: FXA and FXM research
Replies: 5
Views: 116

Re: FXA and FXM research

Yes, but it is very slow progress, and a C/C++/somethingelse -version would be much better, so if you have time later it would be much appreciated if you can have a try. I think it would be much better, I like the looks of the new aiw editor :)
by AndreasFSC
16 Jul 2021, 15:49
Forum: WIP
Topic: FXA and FXM research
Replies: 5
Views: 116

Re: FXA and FXM research

I am working on a very basic editor for these files. It is HTML and javascript-based because that is the easiest for me. The editor imports the FXM (motion) file as binary, and splits by "42 69 70 30 31" = Bip01 to get the parts. After that comes the name of the part. Then 24 bytes of data...
by AndreasFSC
16 Jul 2021, 15:18
Forum: WIP
Topic: FXA and FXM research
Replies: 5
Views: 116

FXA and FXM research

I thought I should move some of my projects ti this forum. Feel free to take up any of them today, tomorrow or never... If this can help building a better editor it is a win for everyone. I have spent some time analyzing the fxa and fxm animation files, used for windscreen wipers, and can also be us...