y a un type je crois explique comment converti le mod fiagt v3.0 pour le f1 2002 mais moi l'anglais ca fait 2 alors voila ce qu'il dit:
Converting an F1 2001 mod car to F1 2002
1) Using MAStudio 2002, convert the following three files in the mod's "vehicles" folder - cdb.mas, cmaps.mas and drivers.mas to the 2002 format. They will have "_2002" after the name once converted, so just rename them to a suitable name, by adding the name of the mod in front, for example "GTv3_cdb.mas", etc. Now, copy these three files to the F1 2002 "vehicles" folder. You need to rename these three files, otherwise they will overwrite the F1 2002 versions!
2) Copy one of the mod's vehicle folders to the Season02\Vehicles folder. Delete the following files in the copied folder - *.sfx, *.hdv, *.pm, *.bmp. You should be left with only the .gen (generates car), .veh (vehicle), .ini (gears) and team.mas (models and bitmaps for car) files. You will be copying substitutes from F1 2002 to replace these files, as they have changed a fair bit from F1 2001.
3) Open the car's .veh file (in the folder you just copied in step 2), then find the following line:
Classes="FormulaOne, OpenWheel, 2001"
Change it to:
Classes="FormulaOne, OpenWheel, 2002"
Also, note the name of the Manufacturer. If this has more than one word, consider changing it to a single word, i.e. the name of the car. For instance, for the GTv3 Lister Storm Racing car - I changed the "Manufacturer" line to read:
Manufacturer="Lister"
Also, do the same for the "Team" and "FullTeamName" lines.
This is to make renaming the .bmp files that you will copy across from another F1 2002 car folder, easier, and this means no spaces in the filename.
4) Convert the "team.mas" file in your copied folder in step 2, to the 2002 format, again using MAStudio 2002. Delete "team.mas" and rename the converted version (will be called "team_2002.mas" ) to "team.mas"
5) Go to one of the 2002 car folders and copy all files ending in *.bmp", *.jpg and *.bik. Also copy the file ending in ".hdv". Copy these to the car folder you copied in step 2.
6) Now comes the presentation files and .hdv renaming. You will need to rename the *.bmp, *.jpg, *.bik and .hdv files as follows:
Look again at the .veh file. Remember when you renamed the "Manufacturer" line to a single word? Now replace the 2002 team name with your new manufacturer. So, if you copied the files from the Arrows folder, rename them like this (which assumes you're converting the Lister from the GTv3 mod):
Arrows_Angle_1.bmp to Lister_Angle_1.bmp
Arrows_Side_1.bmp to Lister_Side_1.bmp
Arrows_Top_1.bmp to Lister_TopA_1.bmp
ArrowsGrgBK.bmp to ListerGrgBK.bmp
And so on..
Also rename the *.jpg, *.bmp and .hdv files in the same way.
There are two .bmp files ending in "Icon", one for the driver(s) and one for the car team icon. For instance, if you copied the driver icon from the Arrows folder, it will be called ArrowsIcon.bmp, so rename it to ListerIcon.bmp. Edit this in a paint package, if you wish, replacing it with the car's badge or name, for instance.
The second icon is for the vehicle itself, and will be called (if copied it from the Arrows folder) bo20Icon.bmp. Rename the icon, so it has the same first four numbers/letters as the .veh file. For example, the Lister from the GTv3 mod has a .veh file called "ls01gpxa.veh", so the icon would be called "ls01Icon.bmp". You can edit this in a paint package, so that it has the number of the car, if you wish.
7) Go to the F1 2002 "vehicles" folder and copy the following files to your vehicle folder:
f1sounds.sfx
f1susp.pm
generic.tbc
Rename these to the same Manufacturer name as in your .veh file, i.e.:
listersounds.sfx
lister.pm
lister.tbc
In the .veh file, check the first four lines:
HDVehicle=lister.hdv
Collision=lister.mts
Graphics=lister.gen
Sounds=listersounds.sfx
Make sure these match the filenames you edited above. If not, edit the .hdv file to match.
Also make sure that your .hdv filename matches the "HDVehicle=" line. You can either rename the .hdv filename to match the first line's filename, or change it to reflect the .hdv filename.
The line that reads "Collision=" is basically an MTS file that is used for the collision detection. In the GTv3 mod, there is one for each car model, i.e. 996.mts, 550.mts, lister.mts and so on. These files are found in the cdb.mas file for the mod itself. In F1 2002, the file is f1car.mts and is found in cdb.mas in the "vehicles" folder.
8) Open the .gen file, and check the top section, which searches the .mas files:
SearchPath=
MASFile=Cdb.mas
MASFile=Cmaps.mas
MASFile=Drivers.mas
You'll need to edit the three "MASFile=" lines as follows:
MASFile=GTv3_Cdb.mas
MASFile=GTv3_Cmaps.mas
MASFile=GTv3_Drivers.mas
You use the same filenames as the .mas files you converted, renamed and copied in step 1.
9) Now, if you load up F1 2002 you should be able to go to "Edit Player" and select your converted car. Now load up a track and make a setup, then click the icon to race. Of course, the car will be using the F1 2002 sounds and physics, but at least it should be driveable.
The next few steps are concerned with transferring the physics and tyre information to the converted car, and copying the sounds from the mod for the car to use.
10) Look in the mod's .sfx file, which will be found in the vehicle's folder. Here are the entries for the Lister from the GTv3 mod, found at the top of the file:
VS_INSIDE_ENGINE_1=GT_engine_idle_rpm.wav
VS_INSIDE_ENGINE_2=list_engine_low_rpm.wav
VS_INSIDE_ENGINE_3=list_engine_medium_rpm.wav
VS_INSIDE_ENGINE_4=list_high_rpm.wav
VS_INSIDE_ENGINE_5=list_engine_maximum_rpm.wav
Go to the "sounds\car" folder in the F1 2001 folder, and copy the five files listed above, into the F1 2002 "sounds\car" folder. The filenames will differ depending on which car you're converting.
Now, you will need to edit the following lines in your converted car's .sfx file, which is found in the folder you copied in step 2:
VS_INSIDE_ENGINE_1=internal_engine_idle_rpm.wav
VS_INSIDE_ENGINE_2=internal_engine_low_rpm.wav
VS_INSIDE_ENGINE_3=internal_engine_medium_rpm.wav
VS_INSIDE_ENGINE_4=internal_engine_high_rpm.wav
VS_INSIDE_ENGINE_5=internal_engine_maximum_rpm.wav
Edit them as follows:
VS_INSIDE_ENGINE_1=GT_engine_idle_rpm.wav
VS_INSIDE_ENGINE_2=list_engine_low_rpm.wav
VS_INSIDE_ENGINE_3=list_engine_medium_rpm.wav
VS_INSIDE_ENGINE_4=list_high_rpm.wav
VS_INSIDE_ENGINE_5=list_engine_maximum_rpm.wav
Then go down about a page, and find the following lines:
VS_OUTSIDE_ENGINE_1=external_engine_idle_rpm.wav
VS_OUTSIDE_ENGINE_2=external_engine_low_rpm.wav
VS_OUTSIDE_ENGINE_3=external_engine_medium_rpm.wav
VS_OUTSIDE_ENGINE_4=external_engine_high_rpm.wav
//VS_OUTSIDE_ENGINE_5=external_engine_maximum_rpm.wav
Again, edit them as you did the first five lines, specifying the same filenames. The last line is commented out, so it isn't used.
Now, you will need to edit the RPM values for the internal and external engine revving sounds.
Look near the end of the .sfx file, for the following section:
EngineRPMSoundInside=0
{
MinimumRPM=250.00 // above zero, but low enough to hear engine stall
MaximumRPM=5395.40 // must overlap properly
NaturalRPM=4031.4282 // engine RPM at which sample was recorded
}
There are five sound sections for internal and four sections for external sounds. You need to specify the Minimum, Maximum and Natural RPM values for each section.
This is a bit of a guessing game, but here is a rough set of values to get you started:
EngineRPMSoundInside=0
{
MinimumRPM=250.00 // above zero, but low enough to hear engine stall
MaximumRPM=3000.00 // must overlap properly
NaturalRPM=1500.0000 // engine RPM at which sample was recorded
}
EngineRPMSoundInside=1
{
MinimumRPM=500.00 // must overlap properly
MaximumRPM=4500.00 // must overlap properly
NaturalRPM=3000.0000 // engine RPM at which sample was recorded
}
EngineRPMSoundInside=2
{
MinimumRPM=1000.00 // must overlap properly
MaximumRPM=6000.00 // must overlap properly
NaturalRPM=4500.0000 // engine RPM at which sample was recorded
}
EngineRPMSoundInside=3
{
MinimumRPM=2000.00 // must overlap properly
MaximumRPM=7500.00 // must overlap properly
NaturalRPM=6000.0000 // engine RPM at which sample was recorded
}
EngineRPMSoundInside=4
{
MinimumRPM=4000.00 // must overlap properly
MaximumRPM=10000.00 // high enough that it is never hit, or sound will cut out
NaturalRPM=7500.0000 // engine RPM at which sample was recorded
}
EngineRPMSoundOutside=0
{
MinimumRPM=250.00 // above zero, but low enough to hear engine stall
MaximumRPM=3500.00 // must overlap properly
NaturalRPM=3000.0000 // engine RPM at which sample was recorded
}
EngineRPMSoundOutside=1
{
MinimumRPM=550.00 // must overlap properly
MaximumRPM=5000.00 // must overlap properly
NaturalRPM=4500.0000 // engine RPM at which sample was recorded
}
EngineRPMSoundOutside=2
{
MinimumRPM=1500.00 // must overlap properly
MaximumRPM=6500.00 // must overlap properly
NaturalRPM=6000.0000 // engine RPM at which sample was recorded
}
EngineRPMSoundOutside=3
{
MinimumRPM=2500.00 // must overlap properly
MaximumRPM=9000.00 // high enough that it is never hit, or sound will cut out
NaturalRPM=7500.0000 // engine RPM at which sample was recorded
}
Note that this won't be ideal for every converted car, so you will need to experiment to find the best values for your car.
From now on, you will be transferring a lot of information between the F1 2001 mod files to the F1 2002 converted files, so either use a text editor that allows two files to be open at once, or have two copies of notepad running. Just be careful not to accidentally edit and save the F1 2001 files. Might be best to write protect the original files, just incase!
A good top when you want to copy and paste sections - highlight the number of lines you want, copy them to the clipboard (Ctrl-C), then highlight the same number of lines in the destination file, then paste (Ctrl-V). The lines will be overwritten, without being shifted down. Very useful!
11) Open the .hdv file. This is the main physics file, and is quite complex. It's changed a bit since F1 2001, but most parts are transferrable. Here are a few notes for each section:
[GENERAL]
It's best to copy and paste any lines that are the same. There are a couple of lines that differ, but nothing to cause any major problems.
Also, edit the following line to match your .tbc filename, but minus the extension, i.e.:
TireBrand=lister // must appear before tire compound setting (references *.tbc file)
[FRONTWING]
[REARWING]
[BODYAERO]
[DIFFUSER]
You can copy and paste these four sections, as they are the same as in F1 2001.
[SUSPENSION]
Edit the first line:
"PhysicalModelFile="
This should specify the full .pm filename, i.e. "PhysicalModelFile=lister.pm"
Next, copy and paste the first 9 lines, up to:
"RearToeInSetting="
The lines that follow are for the Third Spring settings, but since most non-F1 cars don't have a third spring, you can leave these lines out.
[CONTROLS]
You can copy and paste this section as well.
[ENGINE]
Again, a few lines are different between F1 2001 and F1 2002.
The first two lines can be copied, as can the fourth and fifth.
Copy and paste the "RPMTorque=" lines.
The lines that come after deal with the radiator and engine lifetime, but these can be edited at a later date.
[DRIVELINE]
Copy and paste this section.
Edit the "GearFile=" line to reflect your .ini (gear ratios) filename.
Now we come to the suspension sections for each wheel. Be very careful what you change here, because you can easily lock up the simulation, cause slowdowns, or cause CTD (Crash To Desktop) errors by inputting values which are too far out of range.
Also note that there are a few changes between F1 2001 and F1 2002, so keep that in mind.
The best technique is to edit the [FRONTLEFT] section, then copy and paste the info to the [FRONTRIGHT] section. Do the same for the rear sections.
[FRONTLEFT]
[FRONTRIGHT]
[REARLEFT]
[REARRIGHT]
The first two lines of each section are best left alone. These WILL cause problems if pushed too far. Only edit them if you know what they do! In fact, within the first eight lines of each section, if you see a negative value, leave it alone, because it can cause problems if changed too far.
The best thing is just to transfer any lines over that are the same between .hdv versions, and leave the rest alone. Once you have things working, make a backup of the .hdv file and then experiment.
12) Open the .pm file, which deals with the Physical Modelling of the body, wheels, spindles and suspension.
Basically, you can tranfer information from the F1 2002 .hdv you just edited, to this file, i.e. mass and intertia values.
Don't edit anything in the "Constraints" section.
13) Open the .tbc file, which is the tyre/suspension modelling file. As default, this file is designed to model F1 tyres/suspension, which requires very quick response times, and which are unsuitable for non-F1 cars. Again, this file has changed from the F1 2001 file, and you can now create new slip curves, for instance, or create new tyre types.
Again, transfer as much info from the F1 2001 mod version to your F1 2002 car conversion. Getting this right is the whole key to the "feel" of driving a different type of car, since the tyre model is the most important part of a simulation, so check and double-check your values!
For the GTv3 mod, the .tbc file is called "gt_tires.tbc" and is found in the "vehicles" folder. You will find that the tyre compound names differ slightly, but you will see that the "hard" compounds are the same name, so concentrate on transferring just that one for now.
A quick note regarding the setup menu - make sure you select the "Hard" tyre type (as long as you've transferred the "hard" values across from the mod), otherwise you'll get the F1 2002 default values, which will be almost undrivable.
OK, that should be it. Fire up F1 2002 and re-save your setup. Now take the car for a spin. Better? I should hope so!
You'll hopefully discover that F1 2002 has an amazing physics engine, which is much improved over F1 2001's, and should allow for much more complex driving experiences.
One final note regarding the physics engine. As default, F1 2002 runs it at "half rate", which doesn't allow you to get the full feedback from the cars. You can set it to "full rate" by doing the following:
Go to the F1 2002 "save" folder. In there you should find your driver name, i.e. the one you entered when setting up your profile. Go into that folder, and you should then find a file ending in .PLR, which is your driver settings file.
Open this file and find the following line, in the [ DRIVING AIDS ] section:
Half Rate="0" // 0 = super-high physics rate, 1 = normal
If this is set to "1", change it to "0", which will enable the improved physics sampling rate.
Keep in mind that this may possibly require extra CPU cycles to calculate the extra feedback, so if you have an older CPU, this may affect the framerate
Si quelqu'un peut traduire ce serait cool
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