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Old 4 May 12, 10:17   #1
System
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Default DX-Sunray Roadster #91 for HistorX for rFactor by smallblockhero

In partnership with ummagumma i have converted his #91 DX-Sunray Roadster from GTL.

Car is ready to use just drag and drop folders into your HistorX rF folder and away you go.


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Old 4 May 12, 10:19   #2
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Default A new version is uploaded

Version 1.0 of "DX-Sunray Roadster #91 for HistorX" is uploaded. View the file details
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Old 4 May 12, 10:25   #3
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Thank you!!!
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Old 4 May 12, 13:51   #4
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Wow nice!
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Old 4 May 12, 14:25   #5
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Old 4 May 12, 17:37   #6
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make sure to say thanks to ummagumma.... he did all the hard work so that we may have fun.
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Old 8 May 12, 01:02   #7
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Man I'm getting constant CTDs while driving this car with other Corvettes.
Probably it's because it shares the same driver texture or something?
Please check it, I'll try to find out more too.

I have no any other corvettes installed, apart from yours and standard ones.
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Old 8 May 12, 04:17   #8
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i just ran a race against 12 other vettes and no problem with it all bro.

which video card are you running? i had an issue with the new invidia drivers a few days ago causing me to have CTD's. i rolled back and perfect now.
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Old 8 May 12, 08:48   #9
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Ouch - probably it is drivers, I have a gtx580.
Probably the mip maps - which dds software have you used?
I mean I don't have this ctd problems on any other cars or other mods so far.
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Old 8 May 12, 09:28   #10
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its all stock .dds files. i didnt change any of it. whatever was used for GTL works the same in rF in most cases. i had a lot CTD's with the new drivers before i converted this car.
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Old 8 May 12, 12:13   #11
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That's strange, because I have not a single one with any other mod or track.

EDIT: What version of rF are you running?
I run 1.255 lite
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Old 8 May 12, 15:24   #12
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OK 1 more person reported about CTD on his machine. Also no any other vettes installed, apart from standard ones.

Probably it's conflicting with #8AP roadster, just probably, needs more testing.
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Old 8 May 12, 17:22   #13
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Default A new version is uploaded

Version 1.1 of "DX-Sunray Roadster #91 for HistorX" is uploaded. View the file details
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Old 8 May 12, 17:24   #14
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i added a new version. i changed a few real hi-res textures. that might be the issue.
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Old 8 May 12, 18:15   #15
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Still crashes here
the last time it crashed to desktop, but the wheel's ffb continued working, and wheel was constantly turning left, until i've relaunched the game.

I still think it's not the texture size problem or something - it's more likely the conflict somewhere.
A clue might be the styles in the gen file.
If I were you, I'd erase all the genstrings and use the exact model names in gen file, since you have the own mas file for the car, whats the matter of those styles.
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Old 8 May 12, 19:12   #16
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Old 9 May 12, 04:00   #17
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genstrings arent used at all. look at the gen file. its all specific to the GMT's. i ran 40 laps in the old and the new and no issues for me at all. im not sure what the issue is. did you run a trace file for it?
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Old 9 May 12, 10:27   #18
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Gen strings are not used, but you have the style prefix in the gen file, I think it's better to use exact names of gmt files instead.
I'll look at trace file, also what version of rf do you run? I remember similar prob with another mod, it ran well in rfactor, but been crashing in rf lite.
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Old 10 May 12, 11:51   #19
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dumb question, but everyone has the historx mod installed, right?

otherwise the trace file should indicate what's causing probs
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Old 10 May 12, 13:14   #20
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installed ofcourse
very weird kind of problem, since I've done similar job with converting different models of Cobras (included into 1.9 HistorX) and haven't had similar problem there.

I'm not too familiar with reading traces, but I've tried to use logic.

First off, the 81.veh is already being used by another vehicle in mod - some Porsche.
look:


setup.cpp 1515: ATTENTION: Skipping vehicle because the filename 81.veh matches an existing vehicle


I suggest always making veh/gen/texture files more specific for each car. The same to number of vehicle, in .veh file - could be a number, then 1-2 initials of driver or team.


Then there are problems with some textures, I haven't look too deep into those yet, but probably you better know the vette's file structure, since you've converted it:



til.cpp 542: Unable to adjust texture for material: wcdriver_000, tex0=GAMEDATA\VEHICLES\HISTORIC

GT\HISTORICAL FIA GT\GTC-TC-76\CORVETTE\VARIOUS\81\Misc\driver.dds, tex1=GAMEDATA\VEHICLES\HISTORIC GT\HISTORICAL

FIA GT\GTC-TC-76\CORVETTE\VARIOUS\81\81dxCHEVROLET_CORVETTE76_BO DY1driver.dds, tex2=wcdriver_000.dds
util.cpp 542: Unable to adjust texture for material: wchelmet_000, tex0=GAMEDATA\VEHICLES\HISTORIC

GT\HISTORICAL FIA GT\GTC-TC-76\CORVETTE\VARIOUS\81\Misc\helmet.dds, tex1=GAMEDATA\VEHICLES\HISTORIC GT\HISTORICAL

FIA GT\GTC-TC-76\CORVETTE\VARIOUS\81\81dxCHEVROLET_CORVETTE76_BO DY1helmet.dds, tex2=wchelmet_000.dds






util.cpp 542: Unable to adjust texture for material: wchelmet_010, tex0=GAMEDATA\VEHICLES\HISTORIC

GT\HISTORICAL FIA GT\GTC-TC-76\CORVETTE\VARIOUS\08AP\Misc\08APhelmet.dds, tex1=GAMEDATA\VEHICLES\HISTORIC

GT\HISTORICAL FIA GT\GTC-TC-76\CORVETTE\VARIOUS\08AP\08APhelmet.dds, tex2=wchelmet_010.dds
slot.cpp 439: Vehicle GAMEDATA\VEHICLES\HISTORIC GT\HISTORICAL FIA

GT\GTC-TC-76\CORVETTE\VARIOUS\08AP\08AP.VEH:



Then there are lot of genstring thingies like those, and I have completely no clue what they exactly mean:



vehgfx.cpp 1004: Vehicle gen token "1" unknown
vehgfx.cpp 1004: Vehicle gen token "1" unknown
vehgfx.cpp 1004: Vehicle gen token "2" unknown
vehgfx.cpp 1004: Vehicle gen token "2" unknown
vehgfx.cpp 1004: Vehicle gen token "1" unknown
vehgfx.cpp 1004: Vehicle gen token "2" unknown
vehgfx.cpp 1004: Vehicle gen token "3" unknown
vehgfx.cpp 1004: Vehicle gen token "2" unknown
vehgfx.cpp 1004: Vehicle gen token "2" unknown
vehgfx.cpp 1004: Vehicle gen token "5" unknown
vehgfx.cpp 1004: Vehicle gen token "6" unknown
vehgfx.cpp 1004: Vehicle gen token "6" unknown
vehgfx.cpp 1004: Vehicle gen token "7" unknown
vehgfx.cpp 1004: Vehicle gen token "7" unknown
vehgfx.cpp 1004: Vehicle gen token "2" unknown
vehgfx.cpp 1004: Vehicle gen token "8" unknown
vehgfx.cpp 1004: Vehicle gen token "8" unknown
vehgfx.cpp 1004: Vehicle gen token "1" unknown
vehgfx.cpp 1004: Vehicle gen token "2" unknown
vehgfx.cpp 1004: Vehicle gen token "3" unknown
vehgfx.cpp 1004: Vehicle gen token "2" unknown
vehgfx.cpp 1004: Vehicle gen token "2" unknown
vehgfx.cpp 1004: Vehicle gen token "5" unknown
vehgfx.cpp 1004: Vehicle gen token "6" unknown
vehgfx.cpp 1004: Vehicle gen token "6" unknown
vehgfx.cpp 1004: Vehicle gen token "7" unknown
vehgfx.cpp 1004: Vehicle gen token "7" unknown
vehgfx.cpp 1004: Vehicle gen token "2" unknown
vehgfx.cpp 1004: Vehicle gen token "8" unknown
vehgfx.cpp 1004: Vehicle gen token "8" unknown



But, as I've told in the comments, you still has <STYLE> prefix after all the mesh name in your gen file, that is not needed if the car has its own mas file, and it may cause the trouble too.

I mean this:
MeshFile=81CHEVROLET_CORVETTE76_CHASSIS_c_STYLE<1> .gmt
.... MeshFile=CHEVROLET_CORVETTE76_BACKFIRE_STYLE<2> etc.

I suggest use the exact model names instead of those <> prefixes.


Also, the problems like that, always were being caused for me, if the backfires in the same mod had different textures/animations/material. I personally don't know any workaround, but it could be.
I'll try to turn off the backfire for now, but it seems it's still not the backfire, could be a conflict between existing veh file, or between that texture, I dunno, need more testing.


Funny thing that there wasn't any critical error report in the very same lines, just "usual" report of the car can't find the setup for track.
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