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Back With A Few Questions. :)


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#31 tjc

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Posted Sep 24 2017 - 04:41 AM

Another question guys, this time relating to Player helmets. I`ve done quite a bit of skinning in rF2 so I know my way around the likes of Photoshop reasonably well. I`d like to paint my own Player helmet but have no clue as to how this would be done in GPL. I`d like to do a helmet for the original 67 Player just now and then maybe later do other Player helmets for the mods (if that`s possible)

So if any of you could provide some info on how I`d paint a custom Player helmet in GPL I`d appreciate it. What tools are needed? What files I need to open or work with?

Are there any tuts out there for this? I have looked around here and found some info and also googled but would appreciate some pointers from any of you that have already done this.

Cheers. :)

#32 John Woods

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Posted Sep 24 2017 - 09:03 AM

For a start there's some info about helmets on GPL++ The Addons in "How to/car stuff/car 3do stuff/3d helmets (huge)."

http://www.gplpp.com/

#33 tjc

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Posted Sep 24 2017 - 02:12 PM

Woa! Lots of info there... :o :P looks like I`m going to have to do a lot of reading and experimenting. :D Thanks for the link John, I`ve actually just found out I have that site bookmarked but have not really explored it... I have a feeling I`m going to get to know it quite well though. ;)

#34 Michkov

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Posted Sep 24 2017 - 06:02 PM

If I read this right, f04helm.mip is the player helmet texture file. That's the one you want to change. IIRC it's packed in each cars .dat file. You can open and export the file using DATMan (just search the forum for it). Or find a loose file and modify it. You need a to put the file into each car folder if you switch cars and want to keep the same helmet.

#35 tjc

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Posted Sep 24 2017 - 06:22 PM

Cheers Michkov... I`ll hunt down DATMan. I may even have it but I`m not at my sim rig just now to check. What do you mean by a "loose" file?

Once I`ve found the file and exported is it just a case of painting what I want the same as doing a car skin for other sims?

It`ll be pretty cool to have my own custom helmet for the cars I want to drive... B) B) :)

Edited by tjc, Sep 24 2017 - 06:22 PM.


#36 John Woods

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Posted Sep 24 2017 - 08:31 PM

Plus go here: http://srmz.net/inde...9796#entry97335

A loose file I'm guessing is one someone else has already loosened.


:D

#37 Michkov

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Posted Sep 24 2017 - 08:54 PM

Let me refer you to post #19 in regards too loose files. With the amounts of car addons floating around it could be that you have a f04helm.mip already lying around outside of a .dat file. Simply search in windows should show if that is the case.

As for editing, you want WinMip to convert the .mip file to a bmp which you can edit to your hearts content. For using it in the game just convert it back to a mip and put it in the car folder of the one you are driving. Make sure the mip modes are set the same as the original file when going bmp2mip. They are shown on the right and side of the WinMip window shouldn't be able to miss them.

#38 tjc

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Posted Sep 25 2017 - 05:00 AM

View PostJohn Woods, on Sep 24 2017 - 08:31 PM, said:

Plus go here: http://srmz.net/inde...9796#entry97335

A loose file I'm guessing is one someone else has already loosened.


:D

Thanks for the links John. Good stuff there. :)

#39 tjc

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Posted Sep 25 2017 - 05:05 AM

View PostMichkov, on Sep 24 2017 - 08:54 PM, said:

Let me refer you to post #19 in regards too loose files. With the amounts of car addons floating around it could be that you have a f04helm.mip already lying around outside of a .dat file. Simply search in windows should show if that is the case.

As for editing, you want WinMip to convert the .mip file to a bmp which you can edit to your hearts content. For using it in the game just convert it back to a mip and put it in the car folder of the one you are driving. Make sure the mip modes are set the same as the original file when going bmp2mip. They are shown on the right and side of the WinMip window shouldn't be able to miss them.

Ahh yes, you did indeed mention loose files in post #19...

Ok, I`ll have a go at this. It`ll probably take a bit of work to get things right as I`ve never done it before but I`m always up for a bit of a challenge.

I may be back with more questions. :P

#40 tjc

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Posted Sep 25 2017 - 11:08 AM

I`ve found several versions of WinMip on here so I`m not really sure which one to use. Does it matter? What`s the latest version of it?

So... let me see if I I`ve got this right. I convert the player helmet from .mip to .bmp for say the Lotus 49 for example - the file is called plahelm.mip if I`m right.

I then edit/paint etc that file in Photoshop till I get what I`m after.

Then I convert it back to a .mip and put it in the Lotus 49 car folder over righting the file that`s in there.

Are there any other tools needed that I`ve not mentioned?

Is there any kind of viewer program around to view files that have been edited before they go back in the appropriate folder? I seem to remember some kind of program for that but I`m not sure tbh.

:)

#41 Michkov

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Posted Sep 25 2017 - 11:48 AM

You got the basic gist of it. Not sure if there is an external viewer though.

This threadhas some more details

#42 hagapito40

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Posted Sep 25 2017 - 01:30 PM

tjc:

To use a custom helmet with the 67 cars you must extract the H04helm.mip from the murasama.dat file with Datman...then convert it to BMP...edit...convert to MIP again drop it into the murasama folder...NOTHING ELSE...other 67 cars will use that helmet...
you can use GPL image viewer to to preview mip files without conversion...

cheers!

#43 tjc

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Posted Sep 25 2017 - 01:56 PM

View PostMichkov, on Sep 25 2017 - 11:48 AM, said:

You got the basic gist of it. Not sure if there is an external viewer though.

This threadhas some more details

Thanks Michkov, appreciate the link. :)

#44 tjc

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Posted Sep 25 2017 - 02:05 PM

View Posthagapito40, on Sep 25 2017 - 01:30 PM, said:

tjc:

To use a custom helmet with the 67 cars you must extract the H04helm.mip from the murasama.dat file with Datman...then convert it to BMP...edit...convert to MIP again drop it into the murasama folder...NOTHING ELSE...other 67 cars will use that helmet...
you can use GPL image viewer to to preview mip files without conversion...

cheers!

Hi hagapito40...

So if I make my custom helmet using the file you mentioned above (the H04helm.mip) every 67 car I drive will use that custom helmet.

Wow! That`s awesome sauce! B)

Ok, quick question on the actual editing/painting of my custom helmet. Once it`s converted to a .bmp I can open it in PS and paint. Do I just do this as I would when painting a skin for other sims? Say make a layer for the base colour, select the part I want for the base colour, fill etc. Do any other painting I want (stripes/logos etc) the same way then merge the layers, save, convert back to a .mip and put the file back in the murasama.dat?

Sounds good, I bet there`s something I`ve got wrong though. :P

Thanks for the info. I thought there was a viewer of some kind but couldn`t remember what it was called. GPL Image Viewer... that`s what I was thinking of.

Cheers

tj

#45 MECH

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Posted Sep 25 2017 - 11:11 PM

Don't put the mip back into the dat file.
Keep the dat file original and put updates loose in the car folder.
That way you can always revert back to the base car.

And yes you can layer all you want as long as you save as bitmap max 24bits (winmip can't handle more)




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