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  1. #1
    GTLDK Pelle_B's Avatar
    Join Date
    Mar 2008

    Default Guide: How to make a 'Standalone'!

    I really don't know where I should start, but in the begining it looks like lots of hard work and time...and it is.
    To help you a litte bit on the start, here are the programs I used to make this Ford Capri, there can be used on Altbierbude servers.

    You can download cars from many places, but I would recommend downloading only from Altbierbude or here on GTLDK...why, because they 'maybe' are full of errors

    What do you need:

    Car Templates of the Car you want to create:
    Paint Program:
    Corel Paint Shop Pro 8 or newer
    Adobe Photoshop 6 or newer
    or another program which can handle *.psd files.

    DDS-Plugin for the Paint Program:Program to edit GTL/GTR files:
    You may not see your GTL files because the program looking for GTR files. In the 'Filename', type: *GTL & hit Enter (keyboard)

    Decrypted *.CAR file:
    You won't find original decrypted *.CAR files, because they are illegal. To Edit CAR file use Araneae
    Download an Addon Skin/Car of similar type as you want to create and take it's *CAR file.
    Ingame Video Capture Tool:Video edit Tool(not essential):Tool to create *.BIK files:
    Bink Video(RAD Video Tools)

    Icon Templates:
    You find some in the same dowload sections like the Car Templates.
    I recommend the High Quality GTL Icon Template

    GTL Skinning & Standalone Guide
    Guide to Stand Alone Car Creation
    I will wish you a good luck with your own car

    89 Ford Capri the file so you can make your own. version of a Ford Capri, remember to unzip into this folder:
    C:\GTL\GameData\Teams\GTC-TC-76\Ford Capri
    Attached Images Attached Images
    Attached Files Attached Files
    Last edited by Pelle_B; 05-09-13 at 02:16.

  2. #2
    Melkus RS 1000 Henry's Avatar
    Join Date
    Apr 2008


    Standalone Guide

    This is not a painting tutorial. I give only some notes.


    • check the layers[on/off]
    • make sure you paint in the right layer(paint here!)
    • activate the wireframe to get better orientation, but don't forget to deactivate it after your work
    • don't forget to save you template often and maybe with different names
    Windows and some Bodys:

    • same as Body but they have an Alpha Channel
    • deactivate the RGB Channel and activate the Alpha
    • you will see only greyscales
    • white=intransparent; black=full transparent

    • it's not necessary to paint the wheels/rims in the body template
    • take standalone rims and paint them
    • it's easy, you have only to paint two files, the others you get in Adobe 'Blur/Radial Blur - Turn
    • take a value of 25 for the first and 10 for the second file and choose "very good" (Best)

    • you find the files in the "talent.gtl"
    • extract the two you need
    • paint and save them as:

    *driver name*_BODY.DDS
    *driver name*_HELMET.DDS

    into your Car# folder
    (the driver name has to be the same as in the *.CAR file)

    • There are two version: stock(two templates for each file[disable, enable] or the HQ(one template with superposed layers)
    • Make a screenshot of your car[print key]
    • Import it into your paint program[ctrl+v]
    • Cut the car out of it[for the disabled/locked icon use greyscales]
    • Import it into the icon template(s)
    • Conform the size of the car to the template[scaling]
    • Save it as *psd file
    • Play with the layers[on/off] until you get the right result
    • Resize it to 70*66 pixels using bicubic or bicubic-smoother resample algorithm
    • Reduce all to background and save it as 32bit *.tga with alpha channel

    • easy way[1]: change your resolution to 1024*768
    • Start Fraps, deactivate "Record Sound", set to "Full Size" and 25-30FPS[make sure you know the target folder of Fraps records]
    • Drive with your car[make sure replays are activated]
    • Open the Replay and search a nice sector
    • Start the recording[F9 default]
    • Stop the recording[F9 default]
    • Open the recorded *.avi with Virtual Dub or RAD Video Tool
      • Virtual Dub
        • open the video
        • set start/end poit of the part you want to cut and press Home/End
        • press Ctrl+x
        • make sure your video is not longer than 200frames
        • easy way[2]: File>>Run Script... and load the "final.vcf" script and File>>Save as AVI >> go to the RAD Tool
        • all others have also to go to Video>>Filters and change the output size[for 1280*1024 you can set 268*156]

      • Rad Video Tool
        • open your created *avi and click on "Bink it!"
        • change the compress to a data rate to at least 100000(the higher, the better)
        • if you didn't use Virtual Dub then do before: "Convert a file" and change Width and Height

    • At First:
      • copy the folder of the car you want to create(e.g.: you want to make a 906, then copy the folder "30")
      • replace the original *.CAR file by the decrypted one
      • at first you need a new number, look at the altbierbude, which number isn't assigned(i choosed the "8")
      • now you have to replace the original number in the names of all files and the folder with this new one(8<>30)
      • open the TEX file with the Geditor and check the attributes of the body and window files
      • if you painted cockpit or wheel files you have to do the same with CPIT_TEX and WHEELS
      • which attributes are interesting? MIPMAP Level(0-11) and Type(DXT1-5)

    • Video:
      • rename your created *.bik file as the modified original name and replace the original file by your one

    • Icons:
      • rename your two created *.tga files as the modified original names and replaye the original files by your ones

    • Painting:
      • take your finished *.psd files and reduce them to background
      • save it as *.DDS
      • a new window will be opened
      • remember the file attributes and change the file format(Type) to it
        • Bodys and Cockpits are alway DXT1(most times RGB)
        • Sometimes they have an Alpha Channel then you have to take DXT1 ARGB
        • Windows are always DXT5 ARGB(interploate Alpha)

      • change the MIP maps(MIPMAP Level) to the original value + 1
      • you created the *.DDS files for the ULTRA_TEX files
      • now you need the same for the ordinary TEX files
      • repeate the work but reduce the picture size to half(e.g.: ULTRA_TEX Body file is 2048*1024; TEX Body is 1024*512)
      • rename the all files as the original ones but change the number to your one(8<>30)

    • At Last:
      • Open your renamed original TEX and ULTRA_TEX files with the Geditor and replace the included *.DDS files with your new ones(remove; import)
      • (*GTL) save it
      • open the decryted *.CAR file with the Editor
        • change the name in the first line to yours
        • change the number of the car to yours
        • you can change Team & Driver too
        • if you have a Bonus Car, then change Locked to 0

      • save it
    Last edited by Pelle_B; 14-01-18 at 06:31.

  3. #3
    GTLDK Pelle_B's Avatar
    Join Date
    Mar 2008

    Default Important Info

    PaintShop Pro X5 In this program, be sure to do exactly as in previous versions, otherwise you will at some point meet this:
    "Because of the limitations of the specified file format, the saved file will be limited to a merged image. Would you like to continue?"
    If you press Save when you see this warning...all of your layers will be lost
    Solution: File/Preferences/General Program Preferences. Warnings & Disable *WARNING - File format limitations.*
    This tip still applies in Painthop Pro 2018

    Maybe you are already using Adobe where the problem never arose & have not encountered this problem in the Adobe Photoshop CS6 Extended or latest CC
    This program is great for making your DDS files...but remember: NVIDIA Texture Tools * 32-bit - 64-bit *
    Last edited by Pelle_B; 13-12-17 at 01:11.
    Altbierbude Laptimes

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