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. Continue reading Mirror, Mirror

































