3DSimEd Primer: Basic Concepts and Operations

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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)