3DSimEd

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Description

3dsimed2.jpg

3DSimED is a Windows DirectX application allowing the creation and visualization of models from many racing sim formats.

Models can be exported to Assetto Corsa, Automobilista, rFactor 2 (and 1), GTR2, Race 07, GTL, N2003 and many other games.

Sim formats which can be imported include Grid Legends cars, Grid2019 cars, Forza Horizon 4 cars, F1-2021, F1-2020, F1-2019, F1 2018, F1 2017, Forza 7, Forza Apex, Forza Horizon 3, F1-2016, rFactor2, Assetto Corsa, Grid AutoSport,F1-2010 to F1-2020, NFS Shift, DIRT, GRID, Race 07, GTR Evolution, STCC The Game, GTR2, rFactor, GTL, GTR, Papyrus Nascar 2003 & Grand Prix Legends (GPL), Formula 1 2002 (F1 2002).

3DSimED can also read & write OBJ, FBX, Collada DAE, 3DSMax .3DS, SketchUp .SKP, allowing data to be exchanged with many 3D editors and also applications such as KsEditor the Assetto Corsa editor.

- Description from http://sim-garage.co.uk/

Resources

3dsimed4.jpg

AI Chatbots as 3DSimEd Teachers

  • I have created a zip file with 3DSimEd documentation, guides, and tutorials with the intention of uploading to AI like ChatGPT in the hopes of teaching the AI about 3DSimEd so that I can ask questions about how to do things
  • 3DSimEd Help Text.zip
  • Upload this ZIP to ChatGPT and begin your question with the phrase "Based on this file..." In this way, I was able to get ChatGPT to teach me how to do things in 3DSimEd.
  • ChatGPT already has information from the internet about 3DSimEd but it seems that uploading a concentrated form of the knowledge, the zip file, allows it to be much more specific and avoid confusing 3DSimEd with similar apps with similar functions and workflows

Example Conversation

Notes

  • I hope this page helps but I'm writing it from a GTR2-centric perspective. Still, for 3DSimEd, it should still largely apply for other supported sims.

Guides

Tutorials

Video Tutorials

GTR2 Tutorials:

Miscellaneous 3DSimEd Tutorials:

3DSimEd Basic Concepts

  • Scenes
    • .SCE files - 3DSimEd compatible files which facilitates loading in all other assets. Not compatible with other software but many assets can be exported in compatible formats.
    • Sim specific formats eg. VEH for rFactor, CAR for GTR2
    • Some changes cannot be saved/exported for Scenes and, instead, the changes must be done to the Model which may need to be Expanded/Unpacked from the relevant archive eg. GTR2 .GTR archives
  • Models
    • .3DS files - 3DSimEd compatible files representing 3D models. Not compatible with other software but can be exported in compatible formats
    • Sim specific formats eg. GMT for isiMotor games, PTF for Papyrus games
  • Objects
    • Expand Archive eg. .GTR files ie. Expand an archive of assets to individual files
    • Export Objects eg. .GMT files ie. Expand objects to individual files and optionally add/pack to .GTR file
  • Materials
    • Texture Maps ie. Textures assigned to a Material
    • UV Mapping
  • Textures

3DSimEd Basic Operations

Expand Archive eg. Unpack Contents of GTR Archive

Extract the contents of a .GTR archive.

  1. Tools > Expand > GTR
  2. Browse to GTR file location: Open
    • You may want to copy&past the GTR file name for creating the folder to extract to in the following steps
  3. Browse to extraction location > Create new folder as needed: Okay
  4. Confirm Write: Yes
  5. Confirm Overwite: Yes or No as needed

You can now browse in Explorer to the extraction folder and view the individual files.

Pack Archive eg. Pack Files to GTR Archive

Pack files to a .GTR archive.

  1. Tools > Pack Data > GTR2 .GTR
  2. Browse to folder with files to pack > Select files to pack: Open
  3. Browse to folder to place packed file > Enter Filename: Save

You can now browse in Explorer to the packed file folder and open the file in, for example, Geditor for .GTR files.

Export Object to use in 3D Modeling Software like Blender

  1. File > Import As Objects > Browse to Model GMT > Open
  2. If needed: Tools > Split Objects By Material > Yes
  3. Right-click object > Select "Object ..." context menu option > Isolate Object (right-hand sidebar icon)
  4. Export > Plugin Export
    1. Save as Type: Collada .DAE (*.dae) or Wavefront Obj (.obj)
    2. Save

You can now open the object saved in the DAE or OBJ file in a full featured 3D modeling app like Blender.

To bring the object back into 3DSimEd, you need to export from ex. Blender to the same format, DAE or OBJ, then in 3DSimEd you can import that file and re-integrate the object with the model you were working on.

How Tos

Basic Operation

  • Importing a Model:
    • Import > Navigate to .CAR file > Open
  • Viewing a Model:
    • Rotate Model: Click and drag
    • Zoom: Mouse Wheel

Import a Car to 3DSimEd

  1. Import (top toolbar)
  2. Navigate to your folder with the .CAR file in it
    • Ex. GTR2: 14068_G2_BMW_M3GTR.car in GameData\Teams\24H\BMW M3GTR Teams\0815 Motorsport\
  3. Change the filter drop-down to *.car' if needed
    • Mine defaulted to *.trk and wouldn't show my .car files
  4. Click Open: The car should display

Select Objects On Car

  1. Object By Name
  2. Click on an object: The moves to and highlights the object
  3. Click OK: Dismisses the object selection dialog and opens an object properties dialong on the right-hand side

Editing Object Properties

  1. Select an Object: Opens "Object Instance Edit" dialog on right-hand side

Fixing Distorted Mirrors

Shovas's Steps:

  1. File > Import > Select your Model GMT that contains the mirrors you want to fix > Open
  2. Right-click mirror Face > Material <MATERIAL_NAME> > Edit Channel Texture Coordinates (sidebar icon) > Scale UV > Scall/Offset UV Channel 0: Make your Scale or Offset adjustments
    • Adjustments affect all mirrors of the Material. If you need independent adjustments, see #Independent Mirror Adjustments
    • Scale is a number less than 1, which enlarges the texture, or greater than 1, which shrinks the texture
    • Offset is a number less than 0, which moves the texture to the left, or greater than 0, which moves the texture to the right
    • Remember that UV Texture Mapping wraps the texture and also repeats the texture as needed to fully wrap
  3. Click Close checkmark sidebar icon to confirm your changes
  4. Export > Model Data to where your GMT is
    • Use Export > Save Model Data, Add to .GTR if storing GMTs in GTR archives and remember to remove the loose GMTs if you're not using them as they may cause unexpected results in GTR2

Resources:

Courtesy of IMC'67:

  1. Right click on the car object that includes the mirror material and then choose "Object..." followed by the name of the actual object.
  2. Then choose "Isolate object" (4th button in the second row) from the "Object Instance Edit" panel on the right of your screen which will open the object in a new window.
  3. Click the "Edit" tab in 3DSimEd's main menu at the top of your screen followed by "Editing Materials".
  4. Click the MIRROR entry in the Material List and then the "Rescale Tex" button.
    1. Here you use the "Scale U" and "Scale V" values to change the aspect ratio of the mirror image. U = horisontal and V = vertical.
    2. When you're satisfied with the aspect ratio, use the "Offset" values to position the image within the mirror.
    3. Click the "OK" button.
  5. Click the "Export" tab on the main menu followed by "GTR2" and "Save Model Data".
  6. Save the object .gmt file to the car's main folder.
    • You can later pack all your edited object files into the relevant .gtr files but it's not necessary and much more convenient to have the object files loose in the folder for future edits.

Independent Mirror Adjustments

ie. Left/Right Mirror Images Reversed

Mirror shows reflection for the wrong side of the car ie. left mirror shows right mirror's image and vice versa:

  1. Import as usual
  2. File > New to get a new temporary tab to work in
  3. On the original tab, CTRL-Drag to select a mirror > Cut
  4. Paste Face into temporary tab
  5. Make UV Scale and Offset Adjustments
  6. Click Close checkmark sidebar icon to confirm your changes
  7. On the temporary tab, CTRL-Drag to select mirror > Cut
  8. Paste Face into original tab (position will be respected) and repeat as necessary for other mirrors
  9. Click Close checkmark sidebar icon to confirm your changes

Gotchas:

  • When editing Materials, always remember to click the Close checkmark sidebar icon otherwise it seems easy to lose your changes
  • When pasting Materials, always remember to click the Close checkmark sidebar icon otherwise it seems easy to lose your changes
  • Do not leave expanded/unpacked GTR files around if you're using GTR files. GTR2 may load file system GMTs over GMTs inside GTRs, which may not be what you expect.
  • Revert Texture Map to production value instead of testing value eg. testing texture for mirrors
  • Watch GTR2 trace.txt in case GTR2 is crashing out at any point, not loading the car spinner in the car selection screens or crashing while loading into track eg. this helped me realize I hadn't put back in the correct mirror texture map

Fix Left-Right Reversed Mirrors

Testing Mirror Textures:

  • Reverse text in images is correct. When applied as a texture, it will be displayed the right way around. This is how you know the mirrors are correct in 3DSimEd.
Gtr2-mirror-texture-koyaki-512x256-240903.bmp
Gtr2-mirror-texture-scorpyo-1024x512-240905.png

Step by step 3DSimEd instructions:

1. Expand Archive GTR Files to work with
1.1 Expand Archive GTR containing Model GMT with mirrors
1.2 Tools > Expand > GTR2
1.3 Create temporary folder to house expanded files
1.4 Select GTR Archive: Open
1.5 Select Folder To Extract To: OK
1.6 Write Files From ... to ...: Yes
1.7 Over files if they exist in the destination folder: Yes
2. Import Model 
2.1 File > Import As Objects > Select correct GMT: Open
2.2 Double-click rearview mirror to center view
2.3 Right-click mirror to demonstrate everything is one object
2.4 Tools > Splits Objects By Material
3. Fix Model
3.1 Right-click Mirror > Object xxx > Isolate Object (sidebar icon): New tab is created ("Mirrors Tab")
3.2 (Mirrors Tab) Double-click rearview mirror to center view
3.3 Rotate into correct perspective
3.4 Right-click mirror > Material Mirror > Texture Map ... > Browse to mirror folder > Select texture: OK
3.5 Close (sidebar icon): Click (or you might lose your changes)
3.6 CTRL + Left-click drag left mirror > Cut
3.7 File > New: New tab is created ("WIP Tab")
3.8 (WIP Tab) Edit > Paste > Paste Faces 
3.9 Zoom in on mirror, double-click to center view, and rotate into persepctive
3.10 Right-click mirror > Material Mirror > Texture Map ... > Browse to mirror folder > Select texture: OK
3.11 Edit Channel Texture Coordinates (sidebar icon) > Scale UV > Scale/Offset UV Channel 0
3.12 Offset U (horizontal) > 0.5: OK
3.13 Close (sidebar icon): Click (or you might lose your changes)
3.14 CTRL + Left-click drag mirror > Cut
3.15 (Mirrors Tab) Edit > Paste > Paste Faces
3.16 Repeat cut-fix-paste for right mirror
4. Update Original Model
4.1 (Original Tab) CTRL + Left-click drag mirrors > Erase
4.2 (Mirrors Tab) CTRL + Left-click drag mirrors > Copy
4.3 (Original Tab) Edit > Paste > Paste Faces
4.4 Right-click mirror > Material MIRROR > Texture Map ... > Browse to mirror folder > Select texture: OK
5. Export Model and Update Original Archive GTR
5.1 Export > GTR2 > Save Objects, Save To GTR > Browse to Expanded GTR Folder: OK
5.1.1 This saves the GMT as a loose file which you can reopen without having to expand the Archive GTR again.
5.2 Browse to original GTR folder > Select GTR to add GMT to: Save
5.2.1 This repacks the Archive GTR to update the Model GMT inside with your latest version
6. Clean up
6.1 Do not leave loose Model GMTs around that also exist in Archive GTRs. It may cause confusion as to which Model GTR2 is loading. Easiest thing to do is to zip up and then remove the folder you created with the expanded files (usually .DDS, .GMT, etc.).

DONE!

Tips and Tricks

Always Keep the Ribbon Open

  • Right-click on Ribbon bar and uncheck Minimize The Ribbon

Mass Apply Object Properties

https://trackaholics.forumotion.com/t9506-edit-settings-for-multiple-objects-in-simed#174976

Scorpyo:

We can load multiple objects in SimED at once and when you want to set same setting for some material parameters you can go to Edit/Batch Edit and all parameters which you change will be applied to all materials used by those objects which are loaded in SimED.

When we load multiple objects in SimED and want to set (let's say) "Shadow Receiver" to "True" for all those objects we have to open object settings dialog for each object and set that parameter for each object separately. On current track which I'm editing I have 150 objects just for track and I can't believe that there is no option to set all objects which are loaded into SimED at once, but I also can't find a way to do that.

Koyaki:

ctrl+left mouse button and hover over the objects you want to edit, in the box that opens, select "objects", then "edit tags", then you can set all the things you want. If the objects are correctly named you can load them all, then in the "display" menu, "objects filter", you can turn them all off except the cones for example, select them all with ctrl+left button, then set the lodin-lodout to 0-300, then display the trees, select them all and set the lodin-lodout to 0-800. If they are just named obj00x you can display them according to their material name and do the same...

GTR2 Mirror Texture MIRROR.BMP

  • Use MIRROR.BMP instead of trying to browse to an actual folder and file of your mirror texture and it will use the game's default mirror.bmp

Use Isolate Object To Focus Your Work

  • When editing an object, you can click the Isolate Object button in the sidebar to open a new tab with only your object present
  • Your object is likely a collection of Faces and it can be easier to work with them isolated eg. left/rearview/right mirrors

Gotchas

You must be editing Models not Scenes to be able to Save Model Data

  • 3DSimEd allows you to open a GTR2 car by opening a .CAR file and, while you can make some Model changes (eg. mirror adjustments) you will not have the needed option Save Model Data
  • Instead, load the Model GMT, make your changes, and Save Model Data will be available
  • You may need to Expand/Unpack the GTR that holds the GMT, first

Always Click Close Buttons in Sidebars Or Risk Losing Your Changes

  • Sometimes, for example, when editing or pasting Materials, you'll make a change in the sidebar and then continue work on the model but it is easy to lose your work so always click the Close button in the sidebar to confirm your changes bbefore moving on

You must Import As Objects on GMT files to work with Objects

  • Import As Objects on GMT files to work with Objects
  • I thought File > Import was enough but you have to use File > Import As Objects for the Objects options not to be grayed out
  • In this mode, everything may appear as a single object, and you won't be able to select a specific object. In this case, Tools > Split Object By Material will allow you to be able to select the objects. For example, side mirrors might not be selected by themselves distinct from the entire car chassic, until you do this.

Do not leave expanded/unpacked GTR contents around if you're using GTR archives

  • Do not leave expanded/unpacked GTR files around if you're using GTR files
  • GTR2 may load file system GMTs over GMTs inside GTRs, which may not be what you expect

Revert Texture Map to production value after testing

  • Revert Texture Map to production value instead of testing value eg. testing texture for mirrors
  • If the Texture Map is not a valid file GTR2 can find then it will crash
  • Watch GTR2's trace.txt to see if it says anything that might help

Watch GTR2 Trace.txt for helpful clues to crashes

  • Watch GTR2 trace.txt in case GTR2 is crashing out at any point, not loading the car spinner in the car selection screens or crashing while loading into track eg. this helped me realize I hadn't put back in the correct mirror texture map

Object Properties Glossary

TODO

Materials

TODO

Textures

Scaling and Repositioning Textures

  • Scale U: Shrink: >1.0 (texture repeats more), Enlarge: <1.0 (texture repeats less)
  • Scale V: Shrink: >1.0 (texture repeats more), Enlarge: <1.0 (texture repeats less)
  • Offset U: Positive move left, negative move right
  • Offset V: Positive move up, negative move down

Notes:

Gotchas:

  • Changing Scale U affects the texture position because textures 0,0 is pinned to top-left or bottom-left (??)
    • Understanding UV Mapping/Scaling probably makes sense of this (see notes above)

Shaders

TODO

3DSimEd and GTR2

Animated Wipers Powered by the Crew Chief GTR2 Enhancements Plugin

Work in Progress

  • Crew Chief GTR2 Enhancements Plugin Homepage - Find manual link here
  • Details in the manual under the "Wiper Animation" section
  • Wiper Patches for Crew Chief GTR2 Enhancements plugin - Thread with helpful details
  • TIW Steps from a Discord conversation (direct message link):
    • "the very first step is to extract rainscreen and make rainscreen to work (without button), and look good, once you have rainscreen working, you can easily build all 4 materials needed"
    • "I normally open it separately, I extract .gtr contents and normally rainscreen is separate GMT. Now, have a look at RAIN_ANIM material."
    • "then open BMW_M8_GTE_1W.GMT see how its properties look like, do not rename material for now."
    • "during development, I put new material in Teams folder. so see it uses rain_anim* textures. 10 frames. change texture to the one used in M8 material and use Ctrl+G to save it to teams. Then, start game in Rain. that's where -cclsr switch is very handy."
      • 10 frames for
    • "put wiper textures to Teams folder. and during development, new GMTs go to Teams as well, Yeah one of the biggest things to learn is GTR2 looks for things in many locations. .gmt in Teams will override .gmt in .gtr file"
    • "Next step is to adjust texture mapping:"
    • "Scale values below 1 make mapping larger, above 1 smaller (squeeze texture). Offsets are self descriptive but direction depend on the mesh, so you'd need to try."
    • "This is gonna be tedious, and worst part is that mapping will look different in game (and that's why I came up with cclsr and ctrl+c)"
    • "Normally, once you get experienced with it, it is 5 mins per car, but sometimes there are complications like banners or issues with side windows."
GTR233_WIPER_hD0W00.dds

h - horizontal, v - vertical
D - dual, S  - single, M - middle (taped)
0 - stopped wiper,  1 - running wiper
W - wet condition  - D - dry condition

-The Iron Wolf