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.

Tutorials

Video 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.
  • Models
    • .3DS files - 3DSimEd compatible files representing 3D models. Not compatible with other software but can be exported in compatible formats
  • 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 Primer: Basic Concepts and Operations

Note: AI generated content from X Grok with prompt "Give me a primer of the basic concepts and basic operations a user will be doing in 3DSimEd. Use Mediawiki markup for formatting."

3DSimEd is a Windows-based DirectX/OpenGL application designed for creating, viewing, and editing 3D models for racing simulation games such as Assetto Corsa, rFactor 2, and Automobilista. It supports importing and exporting models in various sim formats, making it a versatile tool for modders. This primer introduces the basic concepts and operations for new users, based on available information.[](https://www.simwiki.net/wiki/3DSimEd)[](https://www.sim-garage.co.uk/)

Basic Concepts

  • Model Data: Consists of vertices (points), faces (polygons), and objects (grouped geometry). Model data represents the editable components of a 3D model, such as a car or track element.
  • Objects: Groups of faces and vertices treated as a single unit. Objects can be manipulated as a whole, but to edit individual faces or vertices, you may need to "explode" the object.
  • Materials: Define the visual properties of a model, such as textures, colors, and shaders. Materials can be edited to adjust appearance or replace textures.
  • Scenes: A collection of objects and their properties, often representing an entire track or vehicle. Scenes can be imported from formats like .SCN or .VEH files.
  • Sim Formats: 3DSimEd supports multiple racing sim formats (e.g., .GMT for rFactor, .PTF for Papyrus games, .3DS for general 3D models), allowing cross-game compatibility.[](https://www.simwiki.net/wiki/3DSimEd)[](https://idoc.pub/documents/3dsimedhelp-143g6ypr0vnj)
  • Pivot Points: Reference points for positioning or rotating objects. Properly setting pivot points is crucial for accurate placement, especially when exporting models.[](https://forum.studio-397.com/index.php?threads/3dsimed-creating-and-placing-objects.71632/page-2)
  • Textures: Image files applied to models to define their appearance. 3DSimEd includes a Texture Browser for managing and converting textures (e.g., .DDS, .BMP).[](https://idoc.pub/documents/3dsimedhelp-143g6ypr0vnj)

Basic Operations

Below are the core operations a user will perform in 3DSimEd, with instructions based on its user interface and functionality.[](https://idoc.pub/documents/3dsimedhelp-143g6ypr0vnj)

1. Navigating the Interface

  • Mouse Controls:
    • Right-click: Opens a context menu to edit faces, objects, or vertices under the cursor.
    • Left-click + drag: Rotates the model.
    • Shift + left-click + drag: Moves the light source around the model.
    • Mouse wheel or +/- keys: Zooms in or out.
    • Double-click left: Sets the view center to the nearest point.
    • Arrow keys: Move the camera left, right, forward, or backward.
    • A/Z keys: Move the camera up or down.
    • Ctrl + left-click + drag: Creates a rectangular selection box to select multiple faces or objects.[](https://idoc.pub/documents/3dsimedhelp-143g6ypr0vnj)
  • F1 Key: Opens context-sensitive help for the active tool or menu.
  • Ribbon Interface: The main toolbar provides access to File, Edit, Tools, and other menus for operations like importing, exporting, and editing.

2. Importing Models

  • Use File > Import Model to load a model from supported formats (e.g., .GMT, .3DS, .PTF).
  • For scenes (e.g., rFactor .SCN or .VEH files), 3DSimEd decompresses associated .MAS files and may create a temporary folder for textures. Use File > Export Textures and File > Save Model to work with the native format.[](https://idoc.pub/documents/3dsimedhelp-143g6ypr0vnj)
  • Example: To import a car model, select a .VEH file, and 3DSimEd will load the associated .GMT objects and textures.

3. Viewing and Navigating Models

  • Use the mouse controls to rotate, zoom, and pan around the model.
  • Right-click on a model element to access the context menu, which allows actions like Edit Point, Edit Face, Edit Object, or Hide (to hide objects or materials).[](https://idoc.pub/documents/3dsimedhelp-143g6ypr0vnj)
  • Use Memorize XYZ from the context menu to record a point’s coordinates for later use in editing or creating objects.

4. Editing Models

  • Editing Points/Vertices: Right-click a vertex to open the Edit Point dialog (available only if not part of an object). Adjust coordinates or explode an object to edit its vertices.
  • Editing Faces: Right-click a face to open the Edit Face dialog. Modify properties like texture or delete the face. Explode objects to access individual faces.
  • Editing Objects: Right-click an object to open the Edit Object dialog. Adjust position, rotation, or scale. Use Edit > Center Objects to reposition objects relative to the scene.
  • Materials: Access the Edit Material dialog via the context menu to change textures, shaders, or other properties. Use Tools > Texture Browser for batch texture conversion.[](https://idoc.pub/documents/3dsimedhelp-143g6ypr0vnj)
  • Example: To replace a car’s tire, import the new tire as a mesh, copy it (Ctrl+C), paste it into the original model’s window (Ctrl+V), position it, set the pivot point to (0,0,0), and export.[](https://forum.studio-397.com/index.php?threads/3dsimed-creating-and-placing-objects.71632/page-2)

5. Converting Between Sim Formats

  • Single Object Conversion: Import a model (e.g., .3DS) and use the appropriate File > Save command for the target sim format (e.g., .GMT for rFactor).
  • Multiple Object Conversion: For formats like Papyrus .PTF, import the file, then use Save Objects to export to a folder, as multiple objects may be generated. Update the .PTF file with Update .PTF to reference new objects.[](https://idoc.pub/documents/3dsimedhelp-143g6ypr0vnj)
  • Use Tools > Texture Browser to convert textures to compatible formats for the target sim.

6. Exporting Models

7. Creating New Objects

  • Use File > New to create a blank scene.
  • Add primitives (basic shapes) via the context menu or create objects by importing and copying elements from other models.
  • Use Edit > Copy All and Paste Objects to transfer objects between scenes, such as combining elements from different tracks.[](https://idoc.pub/documents/3dsimedhelp-143g6ypr0vnj)

8. Managing Textures

  • Open Tools > Texture Browser to view and convert textures (.DDS, .BMP, .TGA, etc.).
  • Convert textures to match the target sim’s requirements using the batch converter.
  • For games like GRID, use Tools > Extract DDS or Tools > Update DDS in PSSG to manage textures in .PSSG files.[](https://idoc.pub/documents/3dsimedhelp-143g6ypr0vnj)

Tips for Beginners

Example Workflow: Swapping a Car Wheel

  1. Import the original car model (.VEH or .GMT) using File > Import Model.
  2. Import the new wheel as a mesh (File > Import).
  3. Copy the wheel (Ctrl+C), paste it into the car model’s window (Ctrl+V), and position it using the modification tools.
  4. Set the pivot point to (0,0,0) via Edit > Face Data Attributes.
  5. Export the modified model using Export > rFactor 2 > Save rFactor2 Model.[](https://forum.studio-397.com/index.php?threads/3dsimed-creating-and-placing-objects.71632/page-2)

Limitations and Notes

  • Some features, like editing individual faces or vertices, require exploding objects, which may increase complexity.
  • Texture conversion is often necessary when switching between sim formats, so familiarize yourself with the Texture Browser.
  • The latest version (3.2b, November 2021) supports modern sims but may lack some advanced features compared to tools like Blender.[](https://www.sim-garage.co.uk/3dsimed3-download/)

For further learning, visit the SimGarage website (sim-garage.co.uk) for tutorials and updates, or check community forums like Studio-397 for user tips.[](https://www.sim-garage.co.uk/)[](https://forum.studio-397.com/index.php?threads/3dsimed-creating-and-placing-objects.71632/page-2)

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

Exporting and Repackaging an Updated Car

TODO

Fixing Distorted Mirrors

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.

Tips and Tricks

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...

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