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Total new installer coming soon in Ver3.0 with some exe files to automate 1 of 4 chosen Bruce Animated profiles (start menu context and also an exe at the root if you dont want start menu context installing) + cleaning utilities + hdr_tvstyle_wombats fix and undo hdr_tvstyle_wombats_fix.exe and automated tvstyle resolution installers + corshaders upgrade and downgrade.exe(undo) .
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Fullscreen Solar =(Cockpit/TvCockpit/Swingman/Trackside+Car cams) (Animated)
Fullscreen Wet =(Cockpit/TvCockpit/Swingman/Trackside+Car cams) (Animated)
Helmet Solar =(Cockpit) (Animated)
Helmet Wet =(Cockpit) (Animated)
Those 4 profiles will have 3 views each so lets take the Fullscreen Solar and the Helmet Wet profiles as examples....
Fullscreen Solar
View1=(ALt-F) High res Static Solar flare (But could be anything and i mean anything)
View2=(Alt-F) Fullscreen Solar flare Animated overlay
View3=(Alt-A) Off
Helmet Wet
View1=(ALt-F) High res Static Helmet (But could be anything and i mean anything)
View2=(Alt-F) Animated Helmet overlay
View3=(Alt-A) Off
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This will be a standalone addon to give the functionality of
Italian TVStyle Helmet view with some added animations .
You'll also be able to run this outside of the helmet as a fullscreen blind/overlay .
Thanx to Italian TVStyle's Dinix and Carlomaker for permision to include their files.
Bruce Leeroy
any donations please give to the "Cystic Fibrosis Trust".
[Useage]
alt-a / alt-n / alt-f =Try these shortcuts they will enable/disable other views.
cntrl-f to stop some flashing!!!
If you selected the correct resolution just run the game.
to make use of the TVSTYLECONFIG.exe so as to allow a GUI that will allow you to make this addon available in all mods you will need to install Microsoft Netframework2.0 , however there are ways to manually
set styles-mods by editing the default.tv file so you can allow other mods to use the custom views *(Instructions-readme inside the TVSTYLE folder)*.
The animations are very basic and limited to what can be done i'm not an experienced painter and i'm sure somone else can improve on what i've done....
[Adding other custom styles-views]
Any other custom TVStyle should work with this addon you can download them from http://www.racingontheweb.net, some very talented people there.
[Thank-you's]
6e66o for his excellent helmet template..
to ItalianFactory for permissions to include their files...........thanx 10x :)
"ISI, www.racingontheweb.net, www.fsone.us,
www.slipangle.it, www.rfactorcentral.com,
www.imagelib.org, www.rfactoritalia.net, www.drivingitalia.net,
Dalhil, Villengel for some graphics parts,
Simoneser & Lucignolo79 for the aid with the Styles,
Codex for the F1 revMeter image,
Michael Koch "Miko", MLucky, Maxim9
and special thanks to ALL THE BETA-TESTER !!!
Dalhil, RickyS, Lucignolo, Asmagic, Matthias Egger, Iron,
Simoneser, F1Dave, Denny, Magnus, Salvo, Iarno, Rotw team
ItalianFactory support : ifbetatesting@gmail.com
For new Styles, patch and other : http://www.racingontheweb.net
Carlo Maker : Data Processing
Dinix : Graphics Processing" = text taken from the "Thanks to:" from TVStyle display release page on www.rfactorcentral.com
the above are not affiliated to this project but their work/time/effort/skill has gone into the making of the default files i needed... i just manipulated a very small part :P
Bruce's Animated beta testers where.. "Si"(Art-Tech-UK) - JloO - SteveO - German - MJanosh - Chris Setzer - BigDave - XENICAL - James-Tomaspisti - Shonne - Silver Benz - LargeStyle - WilliamElgh, all worked very hard 10/10 guys :) so dont blame me blame them :O
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3.0 Test
Copy then paste your "C:Program Files
Factor.exe" to the folder created by my installer... and your done.
Now u have a 2nd rFactor install for now i'll call it rFactor2 and i will call your existing and current rFactor install rFactor1....
This next option is recommended if you understand a little of how rFactor's file structure works...
Copy from rFactor1 the following folders... "GameData - UserData - rFm - UIData" folders and paste them to rFactor2 allowing them to overwrite the folders i supplied, now all your downloaded Mods-Tracks and Wheel assignments are preconfigured as they where in your exisiting install............
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Head Movement "quick basic guide"
Head movement is relative to the Mod+Steering Wheel you are using.
Step1: Open the controller.ini and edit this line...
Steering Wheel Range="140" // Degrees of rotation of in-game steering wheel
(I find the range between 140-210 degrees will work best this edit will stop the drivers arms moving too much and obscuring the vision under hard cornering)
Step2: Open your USERDATA folder and find your player file then right click it and "copy"-"paste"it so you have a backup before editing.
Under the [Graphic Options] heading edit the number values inbetween the "" marks to alter the ingame head movement or copy the values i use and try them as a starting point.
[Graphic Options]
Leanahead Angle="0.80000" // Angle to lean head (roll) w/ steering in radians (= degrees / 57) ++dependent on your wheel degree settings and ingame steering angle set in the setup menu this will give a feeling of your head leaning/pitching diagonaly into a corner fighting the g-force++
Lookahead Angle="0.90000" // Angle to lookahead (yaw) w/ steering in radians (= degrees / 57) ++helps to see the apex coming into a corner especially helpful if you have a low FOV setting by making the head look left-right lateraly-horizontally under turning your wheel into a corner++
Exaggerate Yaw="-0.80000" // Visually exaggerates the heading angle of the vehicle by rotating the head (which may improve "feel")
Cockpit Vibration Mult1="0.00000" // Primary vibration multiplier affects eyepoint position (base magnitude is in VEH or cockpit file)
Cockpit Vibration Freq1="0.00000" // Primary rate of vibration affects eyepoint position (higher framerates allow higher rates)
Cockpit Vibration Mult2="0.00000" // Secondary vibration multiplier affects eyepoint orientation (base magnitude is in VEH or cockpit file)
Cockpit Vibration Freq2="0.00000" // Secondary rate of vibration affects eyepoint orientation
"SOME mods require 0.00000 and also an edit of the cars cam file to remove Cockpit vibration multiplyer or it's pretty shaky on the bumps and undriveable".
OK so thats a basic approach to getting some realistic head motion for Cockpit Driving ++ it might also adjust TV-Cam head motion which is undesireable if you also drive that view ++, the values i'm showing are only a guide and will need adjusting between different steering wheels and mods and even different cars within the same mod if they have individual cam settings between teams.
If you launch rFactor and move the yaw sliders under the controller section it will undo some of those settings so be careful.
I'm sure there are other settings+factors i haven't covered and i might have missed or forgotten about so feel free to leave a post if you see something missing or incorrect.
There is also a plr file to download below related to a Brawn video i made for youtube , from memory there isn't so much head roll though.
Good luck.
Regards Bruce...