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#101 |
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Join Date: Oct 2008
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gday fellas can someone help me out to edit replay i just want to have track side cameras please or point me in the right bff file and wat to do thanks in advance
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#102 | |
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Join Date: Jan 2005
Location: Poland
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Quote:
![]() I haven't tried it with my wheel but as soon as I do I'll let you know how it works with my DFP. |
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#103 |
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Join Date: Jan 2005
Location: Poland
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#104 |
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Join Date: Jul 2006
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Yesterday I noticed that are also files related with wipers animation in Shift.
Check "car".bff and/or "car-cockpit".bff files (I don't remember which), and search in animation folders. |
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#105 |
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Join Date: Mar 2009
Location: Lisboa, Portugal
Age: 27
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Omg what a great engine, It has everything xD
By 1 month we'll have 40 cars on track and pitstops
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#106 | |
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Banned
Join Date: Jul 2006
Age: 47
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Quote:
Some less Corrections ok..but a total Rape is defnetly the End of this Game. This Game isnt a SimulationsRacinggame with LeagueCharacter. This Games MainPhilophie is like "SpeedDating".. -Go to Lobby-Choose a Car-Press Accelrate - and go for Gold. Its a great FunGame with highly "Simness". Let it what it is..sort out the graphical Wheel Unsyncronisation, better tweak to SwitchOff the Wheel and Arms, lets hope for an Ati-Fix and all is fine.. "Schnaps is Schnaps and Bier is Bier" ![]() In this Sense Holger |
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#107 |
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Join Date: Mar 2009
Location: Lisboa, Portugal
Age: 27
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Hehehe I was making an irony but in a positive way hmm
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#108 |
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Banned
Join Date: Jul 2006
Age: 47
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i know fox..my Post goes not against yours..it was a general Meaning around the Begin of that "Monstermodding" wich is the Elexier of each Modder, wherever they are....
I hope they didnt forget to play, to race, to have fun...
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#109 |
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Join Date: Sep 2009
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Is it even possible to add more cars?
I would like to see more tracks.. Is that possible At least it has Nordschleife and Spa my 2 favorites |
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#110 |
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Join Date: Jun 2007
Location: South Africa
Age: 35
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more tracks would be awesome. I'm missing Monza and Kyalami
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#111 | |
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Join Date: Sep 2009
Age: 39
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Quote:
Not very simple to get a hold of though, there are two files localcams and cameraconfig, quite a lot data. For example:localcams.xml Code:
<class name="CTrackCameraMan" base="BPersistent">
<prop name="Trackside Cams" type="Fct" />
<prop name="Splines" type="Fct" />
<prop name="Areas" type="Fct" />
</class>
* * *
<data class="CTrackCameraMan" id="0x258B1D0">
<prop name="Name" data="TrackCameraMan" />
<prop name="Trackside Cams" elements="59">
<funcpropdata>
<data class="CTrackingCamData" id="0x11184E28">
<prop name="Name" data="LocCam_FrontRight_T01" />
<prop name="Name" data="LocCam_FrontRight_T01" />
<prop name="Pos" data="-2.60969;1.72977;-4.91932" />
<prop name="QuatOri" data="0.932161;0.0573643;0.295011;-0.201874" />
<prop name="FOV" data="0.610865" />
<prop name="Type" data="1" />
<prop name="NearZ" data="0.1" />
<prop name="FarZ" data="750" />
<prop name="Target" data="2" />
<prop name="TargetOffset" data="0;0;0" />
<prop name="LookAt" data="6" />
<prop name="LookAtOffset" data="0;0.5;0" />
<prop name="ProximityShakeFrequency" data="12" />
<prop name="ProximityShakeMagnitude" data="0" />
<prop name="ProximityShakeMinDistance" data="4" />
<prop name="ProximityShakeMaxDistance" data="20" />
<prop name="ProximityShakeMinSpeed" data="20" />
<prop name="ProximityShakeMaxSpeed" data="40" />
<prop name="ShakeMagnitude" data="2" />
<prop name="ShakeMagnitudeMin" data="0" />
<prop name="ShakeFrequency" data="15" />
<prop name="ShakeFrequencyMin" data="0" />
<prop name="ShakeScreenVelocity" data="15" />
<prop name="ShakeScreenVelocityMin" data="0" />
<prop name="SoundEffect" data="" />
<prop name="LODDistanceMultiplier" data="1" />
<prop name="OverridedBy" data="" />
<prop name="UserDataName" data="" />
<prop name="UserDataValue" data="0" />
<prop name="ActiveAreas" elements="0">
<funcpropdata />
</prop>
<prop name="MovementRate" data="0" />
<prop name="TrackingRate" data="0" />
<prop name="SplineID" data="-1" />
<prop name="TargetSplineID" data="-1" />
<prop name="bAutoZoom" data="false" />
<prop name="bStaticDirection" data="true" />
<prop name="SplineChaseDir" data="0" />
<prop name="TargetSplineChaseDir" data="0" />
<prop name="TrackingLag" data="0" />
<prop name="TrackingLagSmoothening" data="0.8" />
<prop name="TrackingErrorFrequency" data="2" />
<prop name="TrackingErrorCorrectionSpeed" data="1" />
<prop name="TrackingErrorMagnitude" data="0" />
<prop name="SplinesRatio" data="1" />
<prop name="bSyncSplines" data="false" />
<prop name="OnSplineEndReached" data="0" />
<prop name="OnTargetSplineEndReached" data="0" />
</data>
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#112 |
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Join Date: Sep 2009
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Oh my.... please someone do a ALL RACETRACK TV option!!! I hate the camera effect like in a music video clip with camera jumping all the way and cutting every few seconds... we need a fix to get TV camera during ALL the replay!
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#113 | |
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Join Date: Apr 2007
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Quote:
@aaltomar Are these values global or do we have to disable the shaking for each track? |
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#114 |
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Join Date: Sep 2009
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@Ocram: you're right, it would be mission impossible to code them if they are not there in the first place somewhere in the code... yes, you can swap them, but not for the TV track cam which are part of the "full replay" mode (which change frantically from racetrack TV cam to dynamic (stupid) cam on the car).
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#115 |
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Join Date: Dec 2006
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I don't know if these files have already been posted.
http://forum.racedepartment.com/down...-effects-1708/ http://forum.racedepartment.com/down...el-chang-1706/ The first file it reduces or it eliminates entirely the effect speed, the second should modify the level of grip instead but I am not certain of it. I have not tried them yet but I will do soon. Someone there from some impression? |
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#116 |
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Join Date: Sep 2009
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tried the no blur in cockpit... and adopted!!
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#117 |
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Join Date: Jun 2007
Location: South Africa
Age: 35
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Luis...your files can no longer be downloaded
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#118 |
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Uploader
Join Date: Apr 2008
Location: not too far from... Mid-Ohio
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Hi, Unpacker/Repacker, A good explanation of where to put/ and to how use these tools would be nice, I'm trying the unpacker and can't get it to work right. thanks...
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#119 | |
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Join Date: Sep 2009
Age: 39
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Quote:
I can somewhat tolerate the switching of views or rather if the changes would not be always static at the same place. Many of the best bits in the Ring are not seen by the current cameras. In one of the biggest jump scenes the cam zooms in to the side of the car, you can only wonder why the tires seem to bounce oddly not realizing the car was momentarily airborne... But the "shaky" cam that judders rapidly back of forth really annoys, almost causes headaches. The cam names can give clues and at worst just manually change all "shake" references to zero on all cameras if nothing else helps ![]() Code:
<prop name="ProximityShakeFrequency" data="12" />
<prop name="ProximityShakeMagnitude" data="0" />
<prop name="ProximityShakeMinDistance" data="4" />
<prop name="ProximityShakeMaxDistance" data="20" />
<prop name="ProximityShakeMinSpeed" data="20" />
<prop name="ProximityShakeMaxSpeed" data="40" />
<prop name="ShakeMagnitude" data="2" />
<prop name="ShakeMagnitudeMin" data="0" />
<prop name="ShakeFrequency" data="15" />
<prop name="ShakeFrequencyMin" data="0" />
<prop name="ShakeScreenVelocity" data="15" />
<prop name="ShakeScreenVelocityMin" data="0" />
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#120 | |
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Join Date: Sep 2009
Age: 39
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Quote:
I haven't used the re-packer yet, so can't comment on that. |
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#121 |
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Join Date: Apr 2007
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Hi japamd,
I'm trying to repack some .bff files, but unfortunately getting the following exception error in a result: Code:
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileStream.SeekCore(Int64 offset, SeekOrigin origin) at System.IO.FileStream.Seek(Int64 offset, SeekOrigin origin) at BFF.BFF.getFileList() at BFF.BFF.Build() at Repack.Program.Main(String[] args) I've debugged the v0.4 (since this is the last one with source code) with Visual C#, and seems it throws an exception when trying to read the file structure from the original .bff file in BFF.getFileList(). Will post some code snippets and the results I get with PHYSICSBOOTFLOW.bff from the demo, after debugging: Code:
byte[] buff = new byte[4]; FileStream head = new FileStream(_files.OriginalArchive, FileMode.Open); head.Seek(0x118, SeekOrigin.Begin); head.Read(buff, 0, 4); int itsize = BitConverter.ToInt32(buff, 0); Code:
for (int x = 0; x < itsize / 42; x++)
{
head.Seek(offset + x * 16, SeekOrigin.Begin);
head.Read(buff, 0, 4);
int nameoffset = BitConverter.ToInt32(buff, 0);
head.Seek(nameoffset, SeekOrigin.Begin);
head.Read(namelen, 0, 1);
.
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.
The "Read" doesn't throw an exception here, but in the second iteration, nameoffset is negative and the "Seek" throws an exception. Hope this will help you to find the bug. I've attached the PHYSICSBOOTFLOW.bff file from the demo. Quickbms unpacks it without problem. Last edited by logos; 29 September 09 at 17:34. |
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#122 |
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Join Date: Jul 2007
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Check this out, it seems repacking is obsolete
http://sommergemuese.klee.in/2009/09...packer-zocken/ In comments is the correction for shift folder naming in bat file that is provided, you have to add "". On my machine it also reduces loading times for cars in menu and game startup. |
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#123 | |
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Join Date: Apr 2007
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Quote:
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#124 |
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Join Date: Jun 2008
Location: UK
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#125 |
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Join Date: Dec 2006
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I think that among "reduced" and "disable" this last is the most realistic solution, important however that the feeling of speed is not notched.
For how much does it concern the file that modifies the grip someone has tried him? I would have need to know what file (they are different of it), or better what percentage, is more realistic. |
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#126 |
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Join Date: Oct 2008
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well i have disabled some of them enoying cameras attached to car in replay but the problem is on certain tracks where say it shows the front right tyre then above by that time thats a farely big gap for trackcam to fill so unless we can manage swaping cameras around thats how i done it but i have only done it on certain tracks that dont show that many views in a section, and on a side not i have come across <prop name="Race Length (Laps)" data="6" /> so now i can do 6 laps in career i also tried this one but it has not done any thing yet,
<prop name="Qualifying Session" data="true" /> <prop name="Pull Over When Race Is Over" data="true <prop name="Return to pits to complete mission" data="true" /> they r in the file nissions witch is to do with career and single races if anyone can do somting with them that would be good. |
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#127 |
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Join Date: May 2007
Location: France
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http://www.nogripracing.com/details.php?filenr=22721
no more splotches on your car during the race, it stay clean, you still have the dirt and scratches from accident WARNING: Only if you use the unpacked game Last edited by SETH Alpine; 29 September 09 at 14:00. |
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#128 |
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Join Date: Jul 2006
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Does anyone tried replacing the Shift physics and tyres files with others from GTR2 or Rfactor?
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#129 |
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Join Date: Oct 2006
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anyone done any high-res skins yet?
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#130 | ||
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Join Date: Dec 2006
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Quote:
Quote:
Has someone tried him? |
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#131 |
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Realistic Modders inc.
Join Date: Sep 2007
Location: Helsinki, Finland
Age: 47
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SHIFT is/was the Ferrari game...
EXPORTER> <Tool name="Blimey! Animation Viewer Version 0, 4, 4, 0" date="Tue Aug 14 18:02:06 2007" source="B:\Dev\Ferrari.srcdata\Animation\AI\AIGrou p.BAV" /> another clue as to what the "working title" was... <Tool name="3dsMax exporter v0.350" date="Mon Mar 10 03:40:29 2008" source="F:\DEV\Art\TheRace\characters\Pedestrians_ male\pedestrian_male.max" /> with all the "gecko" references we will assume this is it... |
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#132 | |
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Join Date: Sep 2009
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Quote:
What it does? Enables... 1)Gearbox damage, tyres can blow, engine can blow/damage, tire fall off 2)Front/rear aero affection, 'sharp object' damage on car (impact) 3)360Hz physics tick rate 4)Tweaked damage values to be more realistic and make the driver value carefull driving Mod is for both methods to use mods in Shift, "-loose" method and by replacing orignal archive files. Loose files and archive included use one of them. Readme included. http://www.megaupload.com/?d=KEJNEXDH Last edited by YodaStar; 2 October 09 at 14:42. |
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#133 |
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Join Date: Mar 2009
Location: Lisboa, Portugal
Age: 27
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Nice work.
I have to repack it...what program should I use? This works with the original copy of the game right? (since I've read some mods didn't). |
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#134 |
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Join Date: Sep 2009
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Use this repacker about two thirds down the page by "Japamd".
http://forum.xentax.com/viewtopic.ph...&sd=a&start=15 Also I have original retail Shift patched to v1.1. Mods work flawless on my end.
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#135 |
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Realistic Modders inc.
Join Date: Sep 2007
Location: Helsinki, Finland
Age: 47
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anyone interested, there is TONS of Ferrari content
F:\NfS-SHIFT-mod\vehicles\ferrari_california files there, just no meshes! F:\NfS-SHIFT-mod\vehicles\physics\gearbox LOL? |
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#136 |
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Realistic Modders inc.
Join Date: Sep 2007
Location: Helsinki, Finland
Age: 47
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file extention info for vehicles...
Vehicles -------- cars.lod - generic LOD vehiclelist.lst - master vehicle file vehicleinformation.xml - class definitions F:\NfS-SHIFT-mod\vehicles\shelby_terlingua .csd = audio info .aud = audio file .cdp = driver anim data .cdv = driver positioning .cgp = damage / .cpt = cockpit info .crd = car/veh .vhf = cas/gen .rcf = livery .meb = mesh .bmt = material? Physics ------- F:\NfS-SHIFT-mod\vehicles\physics\vehicles .vdf = vehicle descriptor file ( points to physics components ) F:\NfS-SHIFT-mod\vehicles\physics\chassis .cdf = hdc/hdv .edf = engine .gdf = gearbox .sdf = suspension .tbf = turbo .hdt = tires .udf = upgrades F:\NfS-SHIFT-mod\vehicles\physics\statistics *.xml = display data Tracks ------- tracklist.lst - track master list .trd = track gdb tracks.lod = TSO level of detail Last edited by RMi Release Group; 30 September 09 at 03:36. |
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#137 |
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Join Date: Dec 2008
Location: Melbourne, Australia
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Yodastar, what difference do you feel with 360Hz physics tick rate?
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#138 | ||
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Join Date: Dec 2006
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Quote:
Quote:
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#139 |
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Join Date: Jun 2009
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Updated:
Beta version 0.1 I´ve made a tweak to the unpacked version of Shift! It removes: Crowd Planes helicopters Balloons Flags Some mechanics around the track! I´m still working on it, need to find the file that control the "flashes of the camera´s with the crowd" Disabled the mechanics and people around the car at the beggining of each race! Now just the grid girls remains there to "wish you good luck" Here´s the link: http://www.sendspace.com/file/sukt2w be welcome! and let know any problems ok! Last edited by Arachnus; 30 September 09 at 16:00. |
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#140 |
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Join Date: Dec 2006
Age: 32
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Cool will try it out
The crowd/flags were my main things wanted removed. Has to give a little boost FPS wise.
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#141 | |
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Join Date: Mar 2009
Location: Lisboa, Portugal
Age: 27
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Quote:
Hmm guess I did the wrong question. I didn't unpack the game so I only overwrite the file "PHYSICSBOOTFLOW"? What about the Vehicles? (sry about the noob questions). Last edited by f0xx; 29 September 09 at 22:54. |
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#142 | |
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Join Date: Sep 2009
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Quote:
For example if physics was 60Hz and you do 60m/sec with your car it would be 1 physics contact solver action per 1m. 180Hz which is default is then physics check per 0.33m at 60m/sec. |
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#143 |
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Join Date: Jun 2009
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#144 | |
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Banned
Join Date: Jul 2006
Age: 47
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Quote:
Missmatches or anything else ? |
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#145 |
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Join Date: Sep 2009
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It is not the same. My mod only tweaks physics tick rate, enables damage and tweaked damage thresholds for more realism. His mode AFAIK does not change damage thresholds and changes other stuff not specified by him like joint strenght and more that should be left alone at default.
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#146 |
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Join Date: Sep 2009
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#147 |
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Join Date: Oct 2008
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#148 | |
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Join Date: Dec 2006
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Quote:
However you try the patch, even I am wrong me. |
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#149 | |
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Join Date: Oct 2008
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Quote:
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#150 |
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Join Date: Sep 2009
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