Lister Storm GTS Templates And Genstring Help

Misc Lister Storm GTS Templates And Genstring Help 1.0

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Lister Storm GTS Templates And Genstring Help - Templates And Genstring Help

Template (psd) and files which could help you with a genstring.
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Hi.
Do you know how to write genstring? I need some help with a mod project I've been working on and I'm stuck on a genstring issue.
Or if anyone else reading this has developed cars/mods and knows about genstrings.

Many thanks
 
The genstring is set in the .CAS file:

MeshFile=FORD_FALCON_CHASSIS_STYLE<2>_A.GMT
MeshFile=FORD_FALCON_CHASSIS_STYLE<2>_B.GMT
MeshFile=FORD_FALCON_COCKPIT_STYLE<9>.GMT

_STYLE<2> is the second number in the genstring, _STYLE<9> is the ninth number in the genstring etc.

The GMT's will be :
FORD_FALCON_CHASSIS_STYLE1_A.GMT
FORD_FALCON_CHASSIS_STYLE1_B.GMT
FORD_FALCON_COCKPIT_STYLE1.GMT

So multiple cockpit styles will be:
FORD_FALCON_COCKPIT_STYLE1.GMT
FORD_FALCON_COCKPIT_STYLE2.GMT
FORD_FALCON_COCKPIT_STYLE3.GMT

So this genstring: #1######3# would be: = Chassis style 1 and cockpit style 3

For longer genstrings, I've seen letters of the alphabet used.
 
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In GTR2, when adding a new car skin, you use .car files, which contain a line like GenString=1101111 (as an example). These numbers are adjusted as needed for each specific skin, and examples are included in this archive so you can see how one part differs from another. If you're completely rebuilding for a different project, then yes, the .cas file serves as the main assembly for the car, specifying which 3D models to use and which of these elements can be switched in the .car files.
 
Thanks for the responses everyone.
What I'm actually trying to achieve is to have the game apply unique team livery overalls to the pitcrew, and matching race suit for drivers.

I've seen it in game play, with Aston Martins, and also some cars in HHEC. So I know it can be done, and from what I understand it's a text line added into genstring.
I've looked at the genstring of every car where I've seen this applied, but there doesn't seem to be any correlating text. Every car seems to have a different way of achieving it. So i can't figure out what text or code to write in my genstring.

I've created all the dds for each team's liveried suits. As I'm getting closer to releasing my remaining tracks, I'll soon be able to release the Mods and I'd really like to apply this effect before i release if i can.

Any help is appreciated.
 
I don't think you could specify driver suits on a per race basis without creating separate cars (as is done with cars only appearing in specified races via the class line in the car files).
 
I don't think you could specify driver suits on a per race basis without creating separate cars (as is done with cars only appearing in specified races via the class line in the car files).
I think you've misunderstood my objective.
It's not to specify driver suits on a per race basis.

I want to specify drivers suits and the car's pitcrew overalls per team.
I've seen it done. For example if you drive the Redbull Renault Megane in HHEC the driver has a blue race suit and pitcrew have blue overalls. GT3 Aston Martin DBRS9 has green driver race suit and green pitcrew overalls.

From what I understand the instruction to generate this effect is placed in a genstring file
So for example the Aston Martin genstring has this text

##### ASTON MARTIN DBRS9 - GENSTRING #####


File "*.CAS" of cars.


GenString=123 :


- 1º / 2º Number --->>> Driver Color :

01 - Black / White 06 - Red
02 - Blue 07 - Red / White
03 - Blue / White 08 - White
04 - Green / White 09 - White / Blue
05 - Gray 10 - Yellow


- 3º Number --->>> Wheels :

1 - Silver - Bridgestone
2 - Silver Dark - Michelin
3 - Silver - Michelin


But I can't see anything in the CAS file which correlates. So I don't know where to place the relevant text. I know I'm missing something, and there must be a way to do otherwise all cars would have the default white pitcrew overalls.
 
Ah, my mistake. I've been trying to change driver textures on a mod converted from rf, with no luck (textures are in the car folders but drivers insist on wearing default suits), but ran across this -
"GTR2 pitcrew's uniform is based on what the drivers racing suit color is, as by the last two GenString numbers in a stock GTR2 install"; maybe that helps.
 
Ah, my mistake. I've been trying to change driver textures on a mod converted from rf, with no luck (textures are in the car folders but drivers insist on wearing default suits), but ran across this -
"GTR2 pitcrew's uniform is based on what the drivers racing suit color is, as by the last two GenString numbers in a stock GTR2 install"; maybe that helps.
I've seen screenshots on Trackaholics of cars converted from RF and the pitcrews are in team livery overalls.
And as mentioned I've driven GT3 cars and HHEC where the pitcrew are in liveried overalls.

So far, the only thing I've managed to achieve is the driver wearing a specific racesuit, and the Pitcrew chief who releases the car from the garage. But at pitstops the pitcrew (tyre man, fuel man) revert back to the default white overalls.

There doesn't seem to be a specific direction on how to do it anywhere, but clearly it can be done.

In the CAR file you can add genstring text, and some cars come with a genstring txt document explaining what's what. But Where I'm struggling is to see how to add text to the genstring.
All my pitcrew dds are packed into the CREW.gtr in scripts, just need to figure out the difficult part now

I'll take a look at that "GTR2 pitcrew's uniform is based on what the drivers racing suit color is, as by the last two GenString numbers in a stock GTR2 install" and see if i can figure it out. How to apply it. Thanks for that.
 
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Your project is something I was thinking about when developing my own mod. So you are telling me that you have created unique DDS for every team together with correct logos, colors etc? If that is the case this is amazing! I am currently using improved driver and team textures which are matched between internal and external view as well as custom genstrings. I can send you the files if its of any help. If you menage to implement this, i wish to include it in my remaster mod which I am working on.
 
Your project is something I was thinking about when developing my own mod. So you are telling me that you have created unique DDS for every team together with correct logos, colors etc? If that is the case this is amazing! I am currently using improved driver and team textures which are matched between internal and external view as well as custom genstrings. I can send you the files if its of any help. If you menage to implement this, i wish to include it in my remaster mod which I am working on.
In the CAR file you can see genstring numbers, and some cars come with a genstring txt document explaining what's what, such as rims, headlights, driver colour etc.
But Where I'm struggling is not all cars come with that genstring txt guide, and I can't see how to add text to or alter the genstring.

Yes, i created team livery driver race suits and pitcrew overalls with colours and logos as dds
All my pitcrew dds are packed into the CREW.gtr in scripts, and driver suits/helmets into the TALENT.gtr

(I also pasted the driver racesuits and helmets in the actual car folder in TEAMS alongside the CAR and car_TEX.gtr

I just need to figure out the difficult part now ;)

So absolutely, anything that can help me figure out how to do it would be appreciated.
 
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But Where I'm struggling is not all cars come with that genstring txt guide, and I can't see how to add text to or alter the genstring.
In HQ mod all cars have genstring files. So I don't understand what do you mean by your statement? Second part is something i haven't done and unfortunately don't know how to do. Maybe you should ask the authors of the mods you have talked about in previous post?
 
In HQ mod all cars have genstring files. So I don't understand what do you mean by your statement? Second part is something i haven't done and unfortunately don't know how to do. Maybe you should ask the authors of the mods you have talked about in previous post?
I tried asking in direct messages but haven't received any responses.

So for example. If you go into the TEAMS folder for: ALFA GTA Junior there is a genstring text document which includes this:

1 = Chassis
2 = Wheels // 2-3-4-6
3 = Steeringwheel
4 = Windows
5 = Headlight
67 = Outfit
8 = Eparts
9 = Plate
: = Frontwing

Which is a legend (guide) to the genstring options seen in the ALFA GTA .CAR file as such:

GenString=2622107003

However, none of those options are pertaining to the specification of Driver suits.

In the ASTON MARTIN DBR9 TEAMS folder there is this text legend / guide:

##### ASTON MARTIN DBRS9 - GENSTRING #####


File "*.CAS" of cars.


GenString=123 :


- 1º / 2º Number --->>> Driver Color :

01 - Black / White 06 - Red
02 - Blue 07 - Red / White
03 - Blue / White 08 - White
04 - Green / White 09 - White / Blue
05 - Gray 10 - Yellow


- 3º Number --->>> Wheels :

1 - Silver - Bridgestone
2 - Silver Dark - Michelin
3 - Silver - Michelin



Which refers to this genstring text in the .CAR file
GenString=072

From this we can see the instruction in the .CAR genstring text is telling the game to load Red/White Race suits and Silver Dark Michelin.

So how do I apply similar instructions to other cars where there is either no reference of Driver suits in the genstring legend / guide. Or, as in the case of the HHEC, JCW Mini Coopers, and WTCR there is no Legend / guide included with the mod.

There must be a way to include data into the Genstring text line of the .CAR file that will instruct the game to load specific driver race suits ( and crucially the pitcrew overalls) but I just cannot find how to do it. You see it a lot with cars converted from rFactor. And in HHEC / GT3 etc So it can definitely be done.

I'd love to know because i would include it in all four mods I've been working on and think it would enhance the GTR2 sim racing experience massively.

The mods are:
Mini Coopers ( 20 tracks) (18 completed)
World Hot Hatch (10 tracks) (two completed)
Road Racing Touring Cars (8 tracks) (4 completed)
Historic Tourist Trophy. (same 20 tracks as Minis)
 
In this case, very probable that he used those 3 first digits of the genstring for a double use.
If it's cleverly foreseen and applied .... that might do the trick: the right car with the right parts and the right suits.

Maybe not very easy, but this might be how it was done.
Knowing the full example might help understand the trick he used.

NB: there's a maximal number of digits for a genstring ( I think 14 or 15 where already one is not working and I don't remember which one ) but mostly 9 is the maximum used by most modders.
I don't even remember with which keystroke they are called by the .cas file from the 10th one.
 
"
Maybe not very easy, but this might be how it was done.
Knowing the full example might help understand the trick he used."

That's the problem right there Jempy, I just can't figure it out because there's no clear cut way, and no consistency across mods to do comparison and extrapolate what's what. Every car has it's own genstring code so I've no way of working out how to ADD in data to create the effect I want.

My hope is someone who actually builds cars reads this and explains the process.
 
There's surely a logic in this system .... just finding it with a precise analysis might give the answer.
Do you have a link for one of those GTR2 mods using this special trick ?
 
logic in this system

Logic!? in computers? (Will take me a minute to stop laughing.)

I just can't figure it out because there's no clear cut way, and no consistency across mods

Someone looked at my issue with the driver suits and said it was done with aliases but they couldn't decipher how.

A problem with working with GTR2 now is that most of the people who knew this stuff have moved on to newer sims (or, sadly, just moved on).
 
There's surely a logic in this system .... just finding it with a precise analysis might give the answer.
Do you have a link for one of those GTR2 mods using this special trick ?
I'm not sure i can post links to downloads as it may be against the site's rules.

If you're familiar with Trackaholics or eSport-Racing you can find the Hot Hatch Euro Challenge, and WTCR
There's also a WEC 2022 Ferrari 488 which was converted from rFactor to GTR2 on Trackaholics.

All three mods have instances where the pitcrews and drivers have specified suits/overalls.
 
Logic!? in computers? (Will take me a minute to stop laughing.)



Someone looked at my issue with the driver suits and said it was done with aliases but they couldn't decipher how.

A problem with working with GTR2 now is that most of the people who knew this stuff have moved on to newer sims (or, sadly, just moved on).
I suspect there's some truth in there. Some of them have put in a tremendous amount of time building cars and tracks with very little appreciation shown. After a while they probably just move on and stop replying to messages. It's completely understandable.
 
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