Step 7 - Package the mod up using the gMotor2 Tool This has now put the files into MAS files which rF2 can read. Do this 4 times for each file, so for example 'E34.mas' for the 3d stuff and textures, 'E34MAIN.mas' for the physics,sfx,tyres,gen files etc, 'E34SOUNDS.mas' for sounds, 'E34TEAMS.mas' for teams. Select all the files and drop them into the gMotor2 tool and then use the 'create MAS file' button (looks like a yellow square). Go to each folder you've created (GMT, MAIN, TEAMS, SOUNDS) individually. Now you'll need to package up these 4 files so that rF2 recognises them by using the gMotor2 tool to create 4 MAS files. Step 7 - Make MAS files using the gMotor2 Tool Just put your skins in here, and the VEH files should work from rF1. If any are in subfolders, just place them in the SOUNDS folder as they are. Most other files work 'straight out the box' from rF1.Īs I mentioned before, all WAV files need to be in a single folder. If someone would like to explain and expand on this, please contact me. My best advice here is to copy the first part of the GEN file from another car. The GEN file is a tricky beast and I'm not entirely sure how it all works. You can use the 'find/replace' feature in NotePad to edit the lines quickly. The SFX file can just be re-pointed to the name of your car. If the HDV files are good from rF1, they will work straight out of the box in rF2 - a useful feature, that no-one seems to know about. Make sure you reference these new tyres in the HDV, otherwise the car will NOT work. You'll need to put both the TBC AND the TGM tyres. Depending on which car you're making choose some tyres of a similar car. Unless you have a degree in rubber compound physics, you'll probably want to 'borrow' some tyres from an ISI car. The tyres are probably the most important new feature of rF2 and it tripped me up a few times when making my first car. Step 4 - Sort out the **** in your MAIN folder Now you should have all the GMT files in rFactor 2 format. If you import the wheels as an object you'll have to reset the pivot points. For some reason this doesn't affect the pivot points. To do the wheels and steering wheels, open them as models, and then export them as 'rFactor 2 model'. In 3DSimEd, 'import as objects' all the GMT files except the wheels, and steering wheel. So now you have the 'raw materials' you need to get a mod working, but first you'll need to convert all the rF1 GMT files to rF2 format, which is quite easy. Step 3 - Convert the GMT files into rFactor 2 models/objects Now the rest of the files HDV etc put them in the 'MAIN' folder. The VEH file is very important as it references the 3D files, physics files, upgrades, cockpitinfo, and sound files, and also the skin in the TEAMS folder. TEAMS should have a VEH file, and a DDS skin file. So if there are subfolders in the rFactor 1 mod, just take them out and put them in one folder. SOUNDS for rFactor 2 should have WAV files with no subfolders. Sounds and teams are NOT in MAS format for rF1 so you can just drop them into your new TEAMS and SOUNDS files. You should now have all the 3d and texture files in raw format, GMT, DDS and TGA which you can open in 3DSimEd(GMT) or paintnet/photoshop(DDS). Extract all the files to your newly created 'GMT' folder. You should then see all the gmt files and dds files. Go back to the rF1 gamedata folder and find the. This is where things might get a bit complicated. Then within that folder make sub-folders called 'MAIN', 'GMT', 'TEAMS', and 'SOUNDS' So make a new folder called 'E34' for example. The process which i use is to make a new folder for the 'raw' files: Step 2 - Begin making some files for the rFactor 2 car There's probably a few more too which i forget. Loose in that folder should be everything that ties these files together, so 'HDV' physics files, TBC/TGM tyre files, PM suspension files, GEN files which load the 3D files into the game, SFX files, COCKPITINFO files. It also has a TEAMS file which contains the skins and the VEH files. GameData has a MAS file which contains all the 3D models (GMT), the textures (DDS) and other files (TGA, ANM etc) GameData has all the files you need for the car, sounds contains sounds funnily enough! Step 1 - Download and analyse the rF1 modĭownload the rF1 mod and you should have two folders named 'GameData' and 'Sounds'. Feel free to ask me anything you find as you go along, provided you haven't killed yourself by the end! for the experienced modders out there, please let me know if I've missed anything, or if there is anything you do differently/more efficiently. Of course, there are a multitude of things you'll have to do, edit and adjust to get the car looking good, working correctly, and handling well, but this should cover the first steps, and hopefully get the car in game. After a few requests I've made this quick guide to converting a car from rF1 to rF2.