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Made by Evo Monkey

Converting from GTR2


to rFactor

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Made by Evo Monkey

1. Unpack all the GTR files (3DSimed, Tools tab, Unpack, GTR files). There
should be about 4; OBJ, CPIT, TEX, WHEELS. This can vary and more can
be added but I think this is the minimum.

I prefer to unpack each to a different folder, named accordingly. This


way you can clearly see what is what but it is all down to personal
preference.

2. In 3DSimed, click on File (Top left) and Import As Objects. Browse to your
OBJ folder and select everything. Can click Ctrl + A for quick selection.
You can now click open.

This is the full model. Looks good, eh? Dont worry that it is all pink; this
means that no textures can be found in the folder (If you really want to
see you can copy the contents of the TEX folder into the OBJ folder).
Again, dont worry that the wheels are missing, that isnt too important
yet. There are a few tweaks to be made now. Press E to open the
material editor. If you find the material WC_TEAM_XXX; it might not be
exactly that and it will have something else instead of XXX but it will look
similar. If you move the material box out the way you should see that
the car body is now blue/selected. Once you are ready you can click edit.
We are not bothered about anything else on this screen apart from the
material name at the top. WC_TEAM_XXX is how GTR2 handles WildCard
(WC) textures Wildcard simply means they are skinnable rFactor
handles these in a different way. Change this name to WCCARBODY.
Click OK and back to the material selection screen. If you see any other
WC_XXXX_XXX textures, these will also need to be changed so they can
be skinned. However, for other textures they need to be changed to
WCEXTRA# - Where # is a number. It might be useful to make a note of

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Made by Evo Monkey

what number refers to what texture, it might be useful when converting


the skins.

3. Well that seemed like a long step. You should be finished in here, for
now. You can click OK and go back to the main 3DSimed screen. Click the
export tab then rFactor, finally click on Save Objects. It will be a good
idea to make a new folder, for example Exported OBJ, because there can
be a lot of files that get exported. You can now close 3DSimed.

In your new folder, or all over your desktop if you didnt make one,
should be all the exported files. However, instead of being in GTR2 GMT
format they are now in rFactor GMT format, great! Just a little bit of a
tidy up before we move onto the next step, you can delete the old OBJ
folder as we dont need it anymore. You can also delete the Output.scn
made in your new folder from the export process from 3DSimed This
file is used when working on tracks with a heck of a lot of GMT files, it
creates a .SCN file to save a lot of work. The final file you can delete is
the Expofloor file from your new folder, this is the showroom floor from
GTR2 It is always there in rFactor so no need for it.

4. Now it is time to see the car in rFactor for the first time. Before this high
tension moment, there is a bit of preparation needed. If you use the
provided files in the NewMod folder, it will be quick. This is basically a
barebones set of files that mean you can get a car in rFactor without too
much effort. If you move the NewMod folder in your Vehicles folder of
your rFactor it is time to begin the main conversion process. Move all
the textures from your TEX folder into the MAS folder. You can now
delete your TEX folder. Now the fun starts. Each .GMT file has to be
moved into the MAS file, BUT NOT YET. I find it much easier to move
them one by one, beginning with the larger parts like the body. This way
you dont miss any files and each is added. So, find your main body part

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Made by Evo Monkey

and move it to the MAS folder. Most files should be appropriately


named, if they arent this would be a good time to rename things to suit
as you might want to open each one. Now you need to specify the body
in the GEN file. If you open the GEN file you will see an example entry.
Here is a quick rundown of what it all means:

MeshFile=XXXXX.gmt = This is the .GMT file. XXXXX is obviously replaced


by the file name.
CollTarget=False = This is short for Collision Target. This is slightly
confusing but is outlined later on that not everything needs to be
collide-able. The 2 options for this are CollTarget=False and
CollTarget=True.
HATTarget=False = In track editing, this means you can drive on it. In car
editing, I will be honest and say I have no clue. Similar to CollTarget, the
2 options are HATTarget=False and HATTarget=True.
LODIn=(0.0) = This is short for Level Of Detail In. Basically, 0.0 is the
closest to the car you can get. The further away you get, the larger the
number. I prefer to use 1000 for the LODOut because it is roughly where
you cant see the car anymore. This can be useful for different model
details to reduce FPS. A high detailed model can be used for LODIn=(0.0)
to LODOut=(250.00) then a lower model can be used for LODIn=(250.00)
to LODOut=(500.00) then you get the idea for other models...
LODOut=(1000.0) = See above.

Now using the information above, you can roughly figure out what the
entry should look like for the main body. If your file was called
MAINBODY.GMT and there was only 1 LOD then the below example
might be good:

MeshFile=MAINBODY.gmt CollTarget=False HATTarget=False


LODIn=(0.0) LODOut=(1000.0)

Now, you may be wondering why it is CollTarget=True even though it


should be as it is the body. Well, most mods use another, much less
detail model to be used as the collision box and also the shadow

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Made by Evo Monkey

box. There may be one in the mod you are converting, look in your
exported objects folder for any file including the words shadow or
collision or something similar. If there is then good, if not then you can
change the CollTargat=False to CollTarget=True. Once this has been
entered you can start rFactor, and wait through what seems like an
eternity as the tension and excitement builds as you cant wait to see
your hard work actually, working. If you load All Cars And Tracks it will be
in the spinner under the title, New Mod. If you click on it and it loads,
brilliant! You can continue to step number 5. If not, then never fear.

There are a few shared files that GTR2 uses that dont go in each GTR
file; Similar to how rFactors CMAPS.mas file works in the main vehicle
directory. You can tell if it is one of these files because it will be called
EMAP_XXXX.dds, where XXXX is something similar to plastic, carbon or
aluminium. These are all reflection files and are pretty similar. If you
open the MAS folder and look for another EMAP_XXXX.dds you can copy
and rename it to whatever the error was for. You may have to do this a
few times until you can see the car in game.

5. Now you need to repeat that step for most .GMT files that are there.
Exceptions to this are the steering wheel (Sometimes called Swheel), the
Collision/Shadow box and any lights. When you are happy that you have
the rest of the .GMTs in game, you need to add one more thing into the
.GEN. Just below the final entry put:

Actor=Vehicle

If this wasnt there, then you would crash into each timing zone and the
pit exit and it just wouldnt work. The steering wheel, shadow/collision
box and lights can be left as side for now as we want to take the car for a
test drive.

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Made by Evo Monkey

6. You may, or may not, have noticed that the car doesnt yet load on track.
This is because your car needs to have wheels defined before it will load.
You may remember earlier that you extracted that .GTR into a folder.
Open this folder and you should see some texture files and some .GMT
files. You can move all the texture files into the MAS folder; it is also not
uncommon for there to be duplicate files so overwrite them if there are
any. In here should also be the callipers and discs. So, if you once again
import all of these in 3DSimed as objects (File, Import as objects). No
editing needed here; you can just export them to rFactor format again.
As before, it would be a good idea to make another folder and delete
the old one; this will help stop any confusion.

Now you can add them into the GEN file. Underneath the Actor=Vehicle
line, add this:

Instance=LFTIRE
{
Moveable=True
MeshFile=XXXX_LF.gmt CollTarget=False HATTarget=False
LODIn=(0.0) LODOut=(1000.0)
}

XXXX will be your file name, usually each set of wheels shares the same
name but with the change at the end depending on where it is. You can
now copy and paste this BUT dont forget to change the LFTIRE each
time. You should now have, obviously with the
MeshFile=XXXX_LF.GMT..... in between:

Instance=LFTIRE
Instance=RFTIRE
Instance=LRTIRE
Instance=RRTIRE

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If you have any brake discs/callipers, read on. If not, skip to number 7.
Anything that spins WITH the wheel you want to also include it in the
TIRE instance, like so:

Instance=LFTIRE
{
Moveable=True
MeshFile=XXXX_LF.gmt CollTarget=False HATTarget=False
LODIn=(0.0) LODOut=(1000.0)
MeshFile=XXXX_2_LF.gmt CollTarget=False HATTarget=False
LODIn=(0.0) LODOut=(1000.0)
}

If you want it to MOVE with the wheel but NOT SPIN, like callipers turn
with the front wheels but dont spin, you want this:

Instance=LFSPINDLE
{
Moveable=True
MeshFile=XXXX_LF.gmt CollTarget=False HATTarget=False
LODIn=(0.0) LODOut=(1000.0)
}

Again, there should be 4 like below, obviously with the


MeshFile=XXXX_LF.GMT..... in between:

Instance=LFTIRE
Instance=RFTIRE
Instance=LRTIRE
Instance=RRTIRE

Now, finally, your car should load on track. Take it for a spin (With the
slow, FWD physics). Now most of the hard work is done, only tiding a
few loose ends up. Starting to look good and take shape now!

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Made by Evo Monkey

7. Now it is time for the smaller details to be added. First, the steering
wheel. Just after the Actor=Vehicle line, but just before the wheel
entries, put this:

Instance=Wheel
{
Moveable=True
MeshFile=XXXXXX.gmt CollTarget=False HATTarget=False
LODIn=(0.0) LODOut=(1000.0)
}

Replace XXXXXX with your steering wheel object and that is that sorted.
Next up is the collision/shadow. This doesnt have a special instance and
can be put in the GEN file just below the Actor=Vehicle and just before
the Instance=Wheel. rFactor doesnt need one for shadow and one for
collision, one can do both jobs. The entry should be similar to below:

MeshFile=XXXXX.gmt CollTarget=True HATTarget=False


ShadowObject=(True, Solid, 256, 256, UNDERSHADOW.DDS)
LODIn=(0.0) LODOut=(1000.0)

There also needs to be another texture added. This is the under shadow
texture, it can be taken from any mod as it isnt much different from
mod to mod.

8. Now it is nearly done. The last file we need to add in the cockpit file.
These should still be in the cockpit folder when you extracted the .GTR
files. If you open this folder and move all the textures to the MAS folder
then you should now be able to clearly see how many cockpit files you
have. There normally isnt many. You can delete the steering wheel files,
these are already added. If you import the rest into 3DSimed as objects
(File, import as objects) and then press E. Have a look to see if there is a
material with the names WC_TEAM_XXX, as we did in the previous step
change these. This is where your notes could come in handy.

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Made by Evo Monkey

Once this is done you can export as objects. Once again, it might be a
good idea to make a new folder. Once this is done, you can move your
new cockpit file/files over into the MAS folder. Open the GEN file and
just below the Instance=Wheel entry add this:

Instance=Cockpit
{
Moveable=True
MeshFile=XXXXXX.gmt CollTarget=False HATTarget=False
LODIn=(0.0) LODOut=(1000.0)
}

If you have more than one cockpit file you can copy the Meshfile=....
part. Example below:

Instance=Cockpit
{
Moveable=True
MeshFile=XXXXXX.gmt CollTarget=False HATTarget=False
LODIn=(0.0) LODOut=(1000.0)
MeshFile=XXXXXX_2.gmt CollTarget=False HATTarget=False
LODIn=(0.0) LODOut=(1000.0)
}

Now you can have 2 files for the cockpit.

And that is it! Once this is done your first basic GTR2 conversion should
be in rFactor.

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