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AMS2 - User Livery Overrides

Discussion in 'Automobilista 2 - General Discussion' started by Rob Thompson, Dec 31, 2020.

  1. Rob Thompson

    Rob Thompson Active Member

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    All helmet templates are up along with Blender viewers.
     
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  2. Rob Thompson

    Rob Thompson Active Member

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    Group C templates updated to include low downforce spec cars. GTP also added.
     
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  3. jusk

    jusk Member

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    Thanks for the Blender viewers, Rob - that's a big help :)

    Hey @SaxOhare - could you send me a DM (about helmets) when you get a minute - apparently I can't send you one.
     
  4. Alain Fry

    Alain Fry Member Reiza Backer

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    Now we just need all the cars with blender viewers
     
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  5. SaxOhare

    SaxOhare Well-Known Member Reiza Backer

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    Nice, Preview Body Works instantly, I have to find out howto map the texture to the Visor, It now uses the same texture (or material) as the body
    Blender.PNG

    EDIT: In Texture Paint Mode It Shows the correct Textures
     
    Last edited: Nov 21, 2022
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  6. jusk

    jusk Member

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    You can load both textures in 'Layout' mode too - you can select them in Slot 1 and Slot 2 across from where it says 'Use Nodes' in your image.
     
  7. SaxOhare

    SaxOhare Well-Known Member Reiza Backer

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    Texture painted the (home made) logo, Thanks for the Blender models
    20221121205856_1.jpg
     
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  8. Scar666

    Scar666 Zum Glück bin ich verrückt

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    Awesome thankyou!!!
     
  9. Scar666

    Scar666 Zum Glück bin ich verrückt

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    WIP

    20221123003712_1.jpg
     
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  10. deadly

    deadly Well-Known Member

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    I will not do all the work once again because of those models no one needs.
    Workaround for me is an updated custom AI file where drivers are linked to the orginal liveries, but I would rather have the option to get rid of those longtail models.
     
    Last edited: Nov 23, 2022
  11. Turbo Granny

    Turbo Granny Active Member

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    Any chance that other cars will get the command thing to change the wheels color later?
    Many classes could make good use of this to make better custom liveries.
     
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  12. Denis Laventure

    Denis Laventure New Member

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    Can you explain how to do it please ? I'm using the 10s helmet mesh. I have the two textures loaded in the image texture box (helmet in UVChannel_1 and visor in UVChannel_2) and I get the helmet texture on the visor. The Slot 1 select box show Material.001 but I don't have Slot 2 like you said. If I create a new material I get Slot 2, but I don't understand if it's what I need to do. Thanks.
     
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  13. Scar666

    Scar666 Zum Glück bin ich verrückt

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    I hope we get this and more cars with windscreen or banner options... Some cars like the Super_V8 just look weird without the windows...
     
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  14. Scar666

    Scar666 Zum Glück bin ich verrückt

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    I would also like an explanation on how to, as I can manage to add the visor to the CART helmet whilst the others only have a single mesh to edit in the top right whilst the CART helmet has one for the body and one for the visor... So editing the 2 texture files in the bottom screen under 'Use Nodes' changes the both textures no matter which one is used...

    I also need some explanation on what the spec file does on the helmets... It either isn't implemented or doesn't react the same as the car skins...

    Currently it looks chrome domes will not be possible, leaving me unable to do Michael justice..
    [​IMG]
     
  15. jusk

    jusk Member

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    Sorry - it appears that maybe this only works with the CART helmet blender file - I was assuming it was the same for the others. The CART file has Slot 2 available for the visor by default, as shown below:

    (Edit - I haven't figured out how to make the visor transparent in Blender though - I don't know if that's possible)
    95_Rahal_4.png
     
    Last edited: Nov 23, 2022
  16. Sparviero

    Sparviero Member

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    Hi, I really don't understand how custom liveries work with low downforce specs (Gr.C), as well as preview images. Eg. I try to edit my .xml file as follow:

    Origina custom livery "body86.dds" and "preview86" (it works well, with preview image too)

    <LIVERY_OVERRIDE LIVERY="51" NAME="Bayside Motorsport #86" BASELIVERY="BlankHeadlights">
    <PREVIEWIMAGE PATH="Chs74racingteam\preview86.dds" />
    <TEXTURE NAME="BODY" PATH="Chs74racingteam\body86.dds" />
    <TEXTURE NAME="WINDSCREEN" PATH="Chs74racingteam\ws86.dds" />
    </LIVERY_OVERRIDE>

    For low-downforce livery "body86_LD.dds" I added this string
    <TEXTURE NAME="SPEC" PATH="Chs74racingteam\body86_LD.dds" />

    Nothing happen, the car just load the standard custom livery (it is correcly loaded only if I use the low downforce livery as standard custom livery). Furthermore, I dont understand which string I have to add for low-downforce preview image.

    Thanks
     
  17. Scar666

    Scar666 Zum Glück bin ich verrückt

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    There are no specific skin files for the low downforce packages, they are all on the same dds file so some compromises have to be made with a few of the CART cars for example...

    Same goes for the previews...
     
  18. Sparviero

    Sparviero Member

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  19. Scar666

    Scar666 Zum Glück bin ich verrückt

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    It is disappointing that we a few of these LD templates are poorly constructed... If the LD parts could all get their own space on the template things would be easier...

    However there's an app in development for AMS2 where the xml files get swapped in and out far easier... Allowing people to quickly swap between the LD and regular configurations or track specific helmets to go with the AI changing drivers...
     
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  20. Scar666

    Scar666 Zum Glück bin ich verrückt

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    [​IMG] [​IMG] [​IMG] [​IMG]
     
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