02-03-2012, 05:47 AM
02-03-2012, 06:12 AM
What do you do - track or carshape? 
In ICR2 car livery is mip file.
1. IND95.mip
2. IND00.mip
3. ALU16.mip
4. HOL18.mip
5. VIS17.mip
6. PEN08.mip
7. FIR20.mip
8. MAR01.mip
9. MAR02.mip
10. MIL09.mip
11. TAR04.mip
12. TAR12.mip
13. VAL05.mip
14. MAR15.mip
15. DUR11.mip
16. IND96.mip
17. PAN25.mip
18. LCI31.mip
19. BEN86.mip
20. OCE55.mip
21. VEN42.mip
22. SPI35.mip
23. ETE40.mip
24. RAB72.mip
25. SUN98.mip
26. DIL71.mip
27. HIS21.mip
28. TEM66.mip
29. VIS82.mip
30. CIT74.mip
31. POL69.mip
32. OKE33.mip
There are cars 3do's with same name as mip files. Every car 3do call another 3do - carshape, and livery - mip file.
When you create new carshape you need to make car template from which later you will make liveries. But carshape creating for ICR2 is hard thing to do. You must be familiar with 3do file structure.

In ICR2 car livery is mip file.
1. IND95.mip
2. IND00.mip
3. ALU16.mip
4. HOL18.mip
5. VIS17.mip
6. PEN08.mip
7. FIR20.mip
8. MAR01.mip
9. MAR02.mip
10. MIL09.mip
11. TAR04.mip
12. TAR12.mip
13. VAL05.mip
14. MAR15.mip
15. DUR11.mip
16. IND96.mip
17. PAN25.mip
18. LCI31.mip
19. BEN86.mip
20. OCE55.mip
21. VEN42.mip
22. SPI35.mip
23. ETE40.mip
24. RAB72.mip
25. SUN98.mip
26. DIL71.mip
27. HIS21.mip
28. TEM66.mip
29. VIS82.mip
30. CIT74.mip
31. POL69.mip
32. OKE33.mip
There are cars 3do's with same name as mip files. Every car 3do call another 3do - carshape, and livery - mip file.
When you create new carshape you need to make car template from which later you will make liveries. But carshape creating for ICR2 is hard thing to do. You must be familiar with 3do file structure.
02-03-2012, 06:25 AM
And lets say that im ready with the carshape, how to assign a livery?
Im doing the both when I have free time.
Im doing the both when I have free time.

02-03-2012, 07:31 AM
First, how are you doing carshape?
Every polygon with texture in 3d model has mapping points - coordinates on texture (livery). So you need to specify texture coordinates for all points in 3d model - make mapping.
Every polygon with texture in 3d model has mapping points - coordinates on texture (livery). So you need to specify texture coordinates for all points in 3d model - make mapping.
02-03-2012, 02:00 PM
if there are proper tutorials, Id atleast take a stab at making new 3dos
02-03-2012, 05:54 PM
Im doing it with 3DOed.
02-03-2012, 07:04 PM
(02-03-2012 02:00 PM)kalmekgc182 Wrote: [ -> ]if there are proper tutorials, Id atleast take a stab at making new 3dosRobert once started making tutorial. But it was never finished. I've made little tutorial on making 3d file. This 3d file can be converted to N2/3 3do format with 3d23do program.
[attachment=1064]
(02-03-2012 05:54 PM)RacerBG Wrote: [ -> ]Im doing it with 3DOed.You are editing carshape. And it is already have texture mapping. What do you want to assign? You can edit existing mapping. To do this you need to decompile 3do file and edit vertex.txt
02-03-2012, 07:49 PM
Okay, thanks. I will do that at later stage.
02-03-2012, 07:55 PM
the 3do file structure is the same for both cars and tracks is the same. some types of information within are the same for both, and some is specific to whether car or track. (see attached file)
a carshape actually consists of 4 car 3do models: indycar.3do, dindycar.3do, roadcar.3do, droadcar.3do. these are the models for speedway and road/short oval aerodynamics, undamaged and damaged.
each of those is basically a collection of 3do models of all the individual parts - wings, sidepods, engine cover, etc. the 3do of each individual part is what actually defines vertex location and the parameters of the polygons they define. measured in units of .02in (.5mm). keep the polygon reasonably low, comparable to other carsets. a lot of the shape detail can come from the texture map.
the early GTP set had something strange about wheel location that caused all car's wheels come though fender tops when anyone got damaged. and if you don't be careful on the polygon normals you can get some transparency issues. so there can be snags in the path - keep alert
the 3do file structure for the individual "car00.3do" files however, is completely different. but, along with "car00.mip" is what assigns the livery to each car in the set. the mip is the texture map, and the 3do is the non-textured colors - what you see in the mirrors, or with textures off. these names (ind95, mar02, val06, etc) must stay the same as in the original cars95.dat. so the game will recognize them.
a carshape actually consists of 4 car 3do models: indycar.3do, dindycar.3do, roadcar.3do, droadcar.3do. these are the models for speedway and road/short oval aerodynamics, undamaged and damaged.
each of those is basically a collection of 3do models of all the individual parts - wings, sidepods, engine cover, etc. the 3do of each individual part is what actually defines vertex location and the parameters of the polygons they define. measured in units of .02in (.5mm). keep the polygon reasonably low, comparable to other carsets. a lot of the shape detail can come from the texture map.
the early GTP set had something strange about wheel location that caused all car's wheels come though fender tops when anyone got damaged. and if you don't be careful on the polygon normals you can get some transparency issues. so there can be snags in the path - keep alert

the 3do file structure for the individual "car00.3do" files however, is completely different. but, along with "car00.mip" is what assigns the livery to each car in the set. the mip is the texture map, and the 3do is the non-textured colors - what you see in the mirrors, or with textures off. these names (ind95, mar02, val06, etc) must stay the same as in the original cars95.dat. so the game will recognize them.