Why there haven't been ingame shots of the IFM model
During the development of the IFM mod for rFactor2, we hit a snag with what looked like messed-up normals on parts of the car. We dove back into the model, tweaking and re-smoothing the normals repeatedly, but the issue persisted. Frustrated, we took a break to clear our heads, exploring sweepstakes casinos online, which sparked a discussion about random outcome algorithms in gaming. That fresh perspective led us to spot that the normal issues only appeared on one half of the car, and since the unmapped model was fine, we realized the problem stemmed from our mapping process.
CTDP maps its cars differently to most or all(?) other modders out there. For the 2006 mod there were three textures: one for the top of the car, one for the right and one for the left side of the car. Right and left had exactly the same mapping which has the following reason: While painting the design of a car you don't have to adjust it for the opposing side of the car. You just copy it over and mirror the sponsor logos and save memory as both drivers share the same textures. Ingame everyhting looks like it should and it saved our painters a lot of time. We did the same style we used for 2006 with 1994. Just for IFM we experimented with a slightly different approach. We now have 2 instead of 3 textures for the car. Left and right aren't seperated textures anymore. They're both distributed over these 2 textures. But still one side is mirrored for easier painting so that our painters just have to move their design up/down and mirror the sponsor logos.The aftermath of the normal issue
While this mapping style worked well with rF1 it does not with rF2. Something must have changed during development of rF2 and as soon as you'll have a bump tex stage in your shader those normal issues will appear on the mirror-mapped parts of the car. First we thought that we would have to redo the mapping and therefore the templates and of course all of the liveries that were already done. That would have been a real timekiller, but Andy came up with an idea: what if we use our old mapping and create a new mapping channel with a fixed mapping just for the normal map only? As our normal map is almost completely empty due to modelled body lines it was worth a try and just a tiny setback compared to redoing all liveries.
The workaround
So we created a second map channel with the fixed mapping and told the bump tex tage to use our channel 2 instead of 1. All other tex stages are still using channel 1. And it worked. The normal issues are gone and we're able to continue our work. While our mapping method is different from other game producers or modders, using mirror mapped parts is a very common "tool" in game industry. If you know where to look, you can even recognize these normal issues on ISI stock content in rF2.

Well, it looks like IFM definitely serves its purpose: to find out in what rF2 differs from rF1.
It is indeed a pity that a 2006 would not be possible (without a lot of work, obviously), but let’s hope ISI will fix this issue so that you can think about 2006 conversion again. 🙂
Very interesting information. Thanks for sharing it with all of us! 🙂
Kindest regards