Best hint or direction I can give is to read Kunos Pipeline, from there you should be able to figure out the restMy try at some conversions with games I have, AKA: ****buckets
Included in archive is 4 cars:
EWORsuperbuggy - (rF1 - this same model is also in Dirt i think, suspension travel intrigued me as well as doing animated suspensions)
McLaren MP4/5 - (F1-2015, to see if I could)
Dome 101 LeMans - (GTR2) and a C65 I converted using the Dome base
Formula RaceRoom - (ripped from old RR, this will make a good mod)
a few things i cant figure out:
SUSP_** - pivots/placement
WHEEL_** - not really figuring it out, but they rotate on-axis now
STEER* - I dont drive with one visible, but I will need to know how to set that too
My texture mapping and material skill is super bad
I tried to make my own blur/dirt wheels for FRR (kinda worked)
For the FRR I ripped the basic cockpit out and put in the high-detail one, edited out the extra mirrors and tried to make new mirror. The FRR decodes so well, I could drop it in GTR2 as-is. Also, the phyics decoded and I can easily translate them to AC)
(but the mirrors error so I had to rename the material, and suspension obs names too, one is still SUSP_RF for testing as it pivots properly but not in the right space)
I did all the work and rips myself, the cars go into game and drive
the basic ripping etc I can kind of do, using QuickBMS/3dSimed
I cant do things like instruments very well either.
Someone want to try to give some hints and direction?
download my ****buckets here
note: if you use VR or have a weak stomach, dont dl.