

This way of texturing wasn't supported by ISI at the beginning. I think the following chart should explain quite well. So not every driver has uniqe textures anymore, but instead driver 2 has the same textures, just slightly remapped. The thing is, that both our drivers share the same 3 textures. This may sound as a disadvantage at first, as we use 3 times the texture size of a single ISI-FIS-car. Usually all cars apply to this standard, so far only Williams uses a fourth texture. Texture 3 is the top side or shared material. So 1 is for the right side of the car, 2 is left. Which are identical in mapping, but only have horizonally flipped logos. We improved this by mapping all side parts on textures 1 and 2, It's a development of GP4's way to map on 3 textures. There you find a more detailed writeup on emaps and how strong an effect they have in F1C.ĬTDP used a different way of mapping for years. You'll find the folder "emaps" included in this templates. These helmet-textures also work in rFactor. They are automatically inserted through the game model. All designs are clean on the textures, you can just paint on the texture and don't worry, there are no shadings or details you need to do. The reason behind the bad quality is to avoiding Rip Offs.īut don't worry.
Albert park rfactor 2 how to#
Jpeg Compression for Helmets is very high so quality is bad, but you now know how to paint the helmets. \CTDPSeasonData\Vehicles\\2005CTDP_(ex: \CTDPSeasonData\Vehicles\McLaren\2005CTDP_MP4-20) or \CTDPSeasonData\Circuits\\2005CTDP_ (ex: \CTDPSeasonData\Circuits\Australia\2005CTDP_Albert_Park) for trackversions.įor Helmets just make your own helmet according to the Layout and place the bmps into: \CTDPSeasonData\Vehicles\
Albert park rfactor 2 install#
To install the cars, just save the texture as bmp and replace the files in the directory:
