Legend is too fast and expert is too slowLegend difficult
Legend is too fast and expert is too slowLegend difficult
Please read carefully before you post a question. It's all thereVery strange, I can't get Jenson's helmet to look like that, and neither of the rest of the field's helmets.
I did read everything. Figured I reinstalled everything, works fine now.Please read carefully before you post a question. It's all there
What? You never seen a human body before?WTF Codemasters?
WTF Codemasters?
Haha wow, someone was bored Why on earth would you need a texture with that type of "detail" haha
in order to clarify it.. it's an original fileHaha wow, someone was bored Why on earth would you need a texture with that type of "detail" haha
Career booster helmets don't have this issue I reckon, I'm yet to test it out in game but texture wise they're normal as the drivers helmets.Career helmets do really have a strange behavior. Could it be that we should try more in the direction of DXT5 because of its customization?
For example: If the designed helmet has the colors red, white and blue and you choose a helmet from the selection which is only blue, red and White cannot be displayed. If you choose a helmet from the selction and put all the Colors from the design on it, all Colors can be displayed.
From my Point of view there must be something wrong with the Format or missing Alphas in DXT1...
Color wise yes, you are correct. But if you take Booster helmet 1 or 2, you will still see the lines of the original design.Career booster helmets don't have this issue I reckon, I'm yet to test it out in game but texture wise they're normal as the drivers helmets.
Mods don't apply onlineHello to all, I would make a request to all those who publish mod on this site, kindly ask you not to post MOD GRIP or at least that they do not work in multiplayer are otherwise falsified all online leagues such as in November with F1 2015, thank you to all good work
What DXT5 customisation and missing alphas in DXT1? Theres not much difference between those, except the alpha is only 1bit for DXT1 and most importantly in our case, it uses 8:1 compression vs 4:1 in DXT5. Alpha doesnt matter since its opaque anyways. The DXT1 texture is fine.Career helmets do really have a strange behavior. Could it be that we should try more in the direction of DXT5 because of its customization?
For example: If the designed helmet has the colors red, white and blue and you choose a helmet from the selection which is only blue, red and White cannot be displayed. If you choose a helmet from the selction and put all the Colors from the design on it, all Colors can be displayed.
From my Point of view there must be something wrong with the Format or missing Alphas in DXT1...
Great JobWhat DXT5 customisation and missing alphas in DXT1? Theres not much difference between those, except the alpha is only 1bit for DXT1 and most importantly in our case, it uses 8:1 compression vs 4:1 in DXT5. Alpha doesnt matter since its opaque anyways. The DXT1 texture is fine.
The interesting part is that the game still shows the same old texture in the distance if you a) completely remove the texture and b) change the texture to some other original one. That shows that it isnt a problem with the custom files. The game loads some low res texture onto the helmet and doesnt use mip maps instead. This texture seems to be there all the time, you can see it if you make the main texture invisible.
So, after searching for those ghost textures I finally found them. They are located in:
...\F1 2016\asset_groups\animation_package\scenes\incardriver\2016\incardriver.erp
Same structure as with the .mipmaps, 3 files per helmet, 128x128p. Those need replacing as well as the .mipmaps files to get the full experience.
http://imgur.com/a/JVsnW
I havent fiddled with career helmets yet. but they seem straight forward with their RGB colours. Dont forget that there is more than one file to mod.
Happy modding!
What DXT5 customisation and missing alphas in DXT1? Theres not much difference between those, except the alpha is only 1bit for DXT1 and most importantly in our case, it uses 8:1 compression vs 4:1 in DXT5. Alpha doesnt matter since its opaque anyways. The DXT1 texture is fine.
The interesting part is that the game still shows the same old texture in the distance if you a) completely remove the texture and b) change the texture to some other original one. That shows that it isnt a problem with the custom files. The game loads some low res texture onto the helmet and doesnt use mip maps instead. This texture seems to be there all the time, you can see it if you make the main texture invisible.
So, after searching for those ghost textures I finally found them. They are located in:
...\F1 2016\asset_groups\animation_package\scenes\incardriver\2016\incardriver.erp
Same structure as with the .mipmaps, 3 files per helmet, 128x128p. Those need replacing as well as the .mipmaps files to get the full experience.
http://imgur.com/a/JVsnW
I havent fiddled with career helmets yet. but they seem straight forward with their RGB colours. Dont forget that there is more than one file to mod.
Happy modding!
I'm on Esteban Ocon's helmetCurrently working on the williams crew,