SCGT File Formats Guide v1.4 by Steve Karlsson

 


INDEX
Introduction
What's new
Chapter 1 - Editing in SCGT General tips 
Chapter 2 - Files found in the SCGT root directory
Chapter 3 - The .mas files, compressed MAS format archives
  3.1 - Tools for MAS files
  3.2 - The MAS files in the \scgt\mas directory
  3.2.1 - The generic or global MAS files
  3.2.2 - MAS files for original tracks
Chapter 4 - Files found in the \scgt\dat directory
Chapter 5 - Files found in the \scgt\save directory 
  5.1 - In the \scgt\save directory
  5.2 - In respective players directory \scgt\save\[playername] 
Chapter 6 - Files found inside the MAS files

APPENDIX A - A file grab batch file
APPENDIX B - Useful tools for managing, modifying and playing SCGT.
APPENDIX C - Suggested reading
APPENDIX D - Sources, resources and credits

 

Download zip file [14k]



Introduction
   This document is describing the basic structure of Sports Car GT (SCGT). A racing
game/simulator created by Image Space Inc and released through Electronic Arts.
The reason for writing this document is to give more insight for people how SCGT
is built up so they easier can edit and change parameters in the game. The thought is that more people to be encouraged to create new tools and add-ons for this nice and easily (compared to some other games) edited almost-sim.
  This document does not however go any deeper into the structure inside all the files
It does not give step by step instructions for changing parameters in the files either.
It's more thought like an introduction to understanding SCGT and how it's built up.
For more in-depth understanding check APPENDIX C - Suggested reading.



What's new in v1.4
-
Renamed the document to "guide" instead of "how-to" since this more reflects
the use of this document.
-Reformatted the document for easier reading now divided in to chapters and parts
-Moved some sections for the document to be more fluent
-Changed URL to Techware to the new
-Added recommendation about MASpuce
-Added notes to at least each chapter
-Added Appendix B - Useful tools for working with SCGT
-Added Appendix C - recommended reading


What's new in v1.3 
-Added info about the files handling 3d data for tracks
-Rewritten everything that has to do with VRL files
-Rewritten part about cdb.mas
-Added info about visual damage variable in [playername].plr file

-What happened to 1.1 and 1.2.....They were never released.



Chapter 1 - Editing in SCGT General tips

  First of all don't forget back-up, back-up, back-up. I can't point this out enough it seems.  Before you alter anything see to that you have a spare copy of the file
or directory you are messing with. Why not do two SCGT installations on
your comp and test things in one before you implement it in you working one. 

  Secondly don't make it harder then you need. If you like to mess around with MASpuce, a hexeditor and notepad that's fine but we also have a couple of guys out there that is working hard to make it a lot more easier to do all the tweaking and editing with graphical tools like "Advanced options editor" and "SCGT editor". Now when we have figured out how the 3D modeling is made I'm sure we will see a car editor and a track editor as well.  I recommend reading Gunslingers guide to creating stand alone cars, Marc Nelsons 3DS max guide before starting to edit or creating any new cars. A guide to track creation is also soon to be released.
(note: See Appendix C - Suggested reading.)

  For you that want to fool around with the files directly here will be a short explain about
the structure of files in SCGT.  To make it simpler to write this I have changed the Sports Car GT root dirctory for \scgt.  If you have installed Sports Car GT in for example
"C:\program files\Electronic Arts\Sports Car GT" this corresponds to "\scgt" in this documents.  The same way Sports Car GT has been shortened down to SCGT (capitols).  File types are always written in CAPITALS as well to not nix this up with the extension that usually is the same.



Chapter 2 - Files found in the SCGT root directory

## install.log - textfile
Name should say what this is....

## video.cfg - textfile
I don't know if anyone has tried to play with this. Contains various parameters for Voodoo and 3D3 settings.

## ip.cfg - textfile
Setup config file for Info Pro benchmarking software IP.exe

## readmeSCGT.cfg - textfile
The normal oops-we-came-to-think-of-some-things-we-forgot-in-documentation text info file.

some dlls and the scgt.exe file - Well don't mess with those....

(note: There should be no scene.mas in here (or no other MAS file either). If you have a
scene.mas in \scgt then you have done a faulty install of the 1.551 patch for SCGT)


Chapter 3 - The .mas files, compressed MAS format archives

These are compressed archives like your basic zip or rar file and are mainly found in the
\scgt\mas directory with a couple of exceptions. 

1. Vehicle.mas, that contains all the original cars 

2. Scene.mas this is found in the \scgt\dat directory
Contains files that defines the environment during races. See separate file description
on .scn, .ptr, .aiw and .ani files below or in separate FAQ files.

3. MAS files for stand alone cars that is placed in the \scgt\patch directory
    3.1 - Tools for MAS files

  To uncompress and extract files out of a MAS file you will need a tool like ReadMAS,
MASpuce or Masadelic. This tools will also let you create a MAS file out of a collection of files.
  Inside the MAS files you will mostly find files with extensions like .bmp, scn, .vrl .veh
and so on. We will see what this files contain later on.
  If you use ReadMAS you will mostly get a .txt file that explains a bit about the file you 
have extracted if it a .bmp file. This is to help you open this file up in your favorite
paint program. I myself prefer Paint Shop Pro 5.x and seen in the forum at GT-Insider
many others do. I would here warn for some oddities on ReadMAS. This program is very easy to use but has a tendency to do a couple of very irritating things.

1. It builds on size to MAS files. This is very common if it contains text files. For
example the scene.mas can get 10 MB bigger after some importing to it.

2. It's very common that ReadMAS corrupts large MAS files. The scene.mas is a very good example for this as well. I have many times ended up with a corruped scene.mas when adding or importing files to it.

  For this reason I recommend learning to use MASpuce, that is a bit different but more
powerful and stable tool. Read Vince Cuffaro's excellent "Politically correct Maspuce for the Mentally Challenged" and you can't go wrong. Even Vince's wife (who doesn't know anything about computers) managed to install a new track with the help of it!


3.2 - The MAS files in the \scgt\mas directory

In the \scgt\mas directory you will find a large set differnt MAS files. Most of them
are for track but there are some generic (or global) ones as well. I will try and go
through them in a not to deep matter and leave this later for specific FAQ for each of
them and then also go through what the files inside are good for.

3.2.1 - The generic or global MAS files

#### Dash.mas - compessed MAS archive
Contains the graphic data for the complete dash you see in dash view.

   note1: See "How to move the needles in the dash" for more detail about this.

   note2: If you have installed the Alldash patch this will contain many files since
              it contains dashes for several cars.

#### Cdb.mas - compressed MAS archive
Contains a bunch of VRL files that control the 3D graphics in driving mode for 
original cars, car details and effects like smoke, skidmarks and so on.

note: This files are basically not different from the VRL files for cars and track
         Therefore I will not go into the cdb.mas any deeper

#### Cmaps.mas - compressed MAS archive
Contains the corresponding raw bitmap texture files for Cdb.mas
Here you will find such stuff as:
Paintjobs for all the original cars.
The flame for the exhaust pipes, the smoke from the tires and so on.
Basically the common bitmaps for in game things.
Which bitmap that should go where is set in the VRL or in the spcar.exe file. So there
should be no limitation here if you do your own parts/tracks as long as you name your
own file to something that doesn't interfere with another file.

#### Fonts.mas - compressed MAS archive
Contains the bitmap fonts for SCGT used in the menues and in the in race gizmos.
See gizmo.mas for info about the gizmo 

#### Gizmo.mas - compressed MAS archive
Contains bitmaps for the hud, position, timing and pit "gizmos".
The gizmos are the various info windows that you see in race mode. That is the one in 
the top left corner showing timing and position. The drop down info box middle top
That informs you about damage, tireware and so on and last the multi meter in the left
down corner.

note: Also refers to gizmo.frn (French) and gizmo.ger (German) which is for the

         German and French language mode 

#### Loading.mas - compressed MAS archive
Contains all bitmaps with "screenshots" from the tracks that you see while you wait
for the race to start (between choosing "GO" and when you end up in the pits). There is
One for each track and resolution mode.

#### Options.mas - compressed MAS archive
Lots of bitmaps for menu system including preview images of original cars and tracks. 

#### Patch.mas - compressed MAS archive
Contains only one file LOS.vrl that is a leftover that slipped into the retail version
ISI used this MAS file to put temporary files in. DO NOT DELETE this though since the
spcar.exe calls for it.

#### wpedit.mas - Bitmaps and .pcx files for ISI's AI waypoint editor. Leftovers from the making or has anybody seen this editor somewhere????  I could not get ISI to send me a copy 


3.2.2 - MAS files for original tracks 

If you want to manage and create new tracks this is a good start to read this. I have 
Decided to put this in because it can be good to know even if you don't wanna create
a new track, it can be a bit tricky to install a new track in SCGT.

Original track files have a naming convention like this:
The first tree letters correspond to wich the track they are connected to:
atl = Road Atlanta
cht = Chatham
don = Donnington
hck = Hockenheim
lim = Lime rock
nor = North Point
oct = Sebring Octoberfest
sar = Sardian Park
seb = Sebring
sec = Laguna Seca
veg = Desert Track (Las Vegas) 

The fourth letter is a bit more irregular:
-If it is a "w" then this should stand for
"wet"
track conditions. At least this works for the [trackname]wmap.mas files judging from the
look of the few BMP files found in this files. The odd thing is not that all files that is possible to drive in wet conditions have a [trackname]wmap.mas (e.g. Road Atlanta) but they have a MAS file with VRL files for it. ISI have here put all BMP files in one [trackname]map.mas file.


-If the third letter is a "v" this stands for "wet night" conditions.  Ok, fine, then we look at Lime Rock. Here we have files that have the figure "2" in the name.  What does this stand for?  I must say I don't have a clue yet!  Another odd thing with Lime Rock files is that lime.mas is a very small file compared to lime2.mas just like ISI started out with lime.mas and figured we have to put more into the file but some references some ware stopped them and they had to put another file in there.... I have been told by ISI that the tracks have been created during a long period of time and are a bit different constructed because of that. Something we have to live with.

Example:
atln.map - vrl - track, fence, tree, buildings...
atlnmap.mas - bmp - track, fence, tree, buildings...
atlw.map - vrl - same as atln.mas
w=wet, v=wet night

Exception - rmsp.mas, raln.mas and rsrd.mas - compressed MAS archives Contain 3D files (vrl files) for pit-in, pit-out handling and timing positions for the reverse versions of Mosport, Road Atlanta and Sardian Park.

note: I'm working on a FAQ to discribe how to build a complete new track and 
         what is needed to do that. This will include an in depth look at all the files that
         controls what happens with tracks.





Chapter 4 - Files found in the \scgt\dat directory

## Matrix.mc - compressed textfile
This is a very interesting file because this holds lots of default config for SCGT.
Here is the default difficulty, the "strength" of the AI drivers and the seasons set.
ISI has been very helpful and explained lots of things in here for us.
Matrix.mc is also compressed but can be uncompressed with WINZIP. BUT YOU DON'T HAVE TO COMPRESS AFTER EDITING IT!!!  good huh?

note: More detail about this in another "How to" sometime.

## Spcar.osc - textfile
This file controls the way the options screens looks like. The syntax looks a bit like
C source code but is only a scripting language

## [language].dic - textfile
Files to convert words in enlish to the other supported languages in the game

## vehicle.mas - 
Contains all the VEH files for the original cars in SCGT. See description of .veh files below in Chapter 6. It also contains a default VEH file "default.vhs" that sets all the defaults for a car and that is used if the value is not in the cars unique VEH file.

note1: Read James Wohlever's "How to make stand alone cars" to understand how to 

           make a stand alone car

note2: Read the "SCGT VEH file FAQ" coming later.


## Scene.mas - archive with control files for the tracks / race mode
Now this is a very important file. It contains most if the control files for the tracks
and some for the cars as well. Basically the files in here is the one's you have to master
if you won't to make a new track.

note: See Chapter 6 "Files found inside the mas files" parts about .scn, .aiw, tfx.ptr
and ani.ani below 



Chapter 5 - Files found in the \scgt\save directory

5.1 - In the \scgt\save directory

Here is where your "drivers" different files is found. All files in here is compressed
textfiles just like \scgt\dat\matrix.mc You will find that each driver has his/hers own sub directory in here. The files are all found in each players subdirectory.
There is only one file in the \scgt\save directory:

## psrblt.dsd - compressed textfile
This file contains top lap times on different tracks


5.2 - In respective players directory \scgt\save\[playername] 


Here is where your "drivers" different files is found. All files in here is compressed
textfiles just like \scgt\dat\matrix.mc

## Gxxyy000.svm = setup vehicle modification (or something like that) - compressed txt file

Contains your setup for that particular car. File name syntax seems to go like this
example G06bm000.svm this is my setup for the #06 BMW M3 GT2 I have. The G is some general starting letter for SCGT car files, 06 is the number of the car, bm is BMW. ISI seems to have had in mind a way to index this files because of the three zeros in the end of the name.  Unfortunately this is something that our fine third party ad-on crew have to deal with.  Reaper was on the track with this in "SCGT Editor" version 0.6 (I think) but since he has been disappeared for some time now I don't know when this version will be released.

## [playername].plr - compressed textfile
This file is very important for several reasons. First it contains your drivers name, 
saved career and so on. Secondly here is also values for difficulty. This means that if you edit your matrix.mc to get a better AI by just setting "difficulty" up this won't reflect in a saved player because "difficulty" is already set to this particular driver.




Chapter 6 - Files found inside the MAS files

### .bmp - Bitmap files with attached palette found in various MAS files
If you use ReadMAS you will extract these like two files. One containing the bitmap 
in raw format and the other one containing text info how to open it.
When using MASpuce this will come out as one bitmap file including the palette. This
is another reason for using MASpuce instead of ReadMAS.

### .veh - textfile found in vehicle.mas + with stand alone cars
Describing the physics of a car such as torque, max rev, driver info ....

Note: See the "SCGT VEH file FAQ" coming later

### .vrl - 3D model file found an various MAS files
The format is CUBE wich is ISI's own. This was made from a proprietary plug-in to
3D studio Max 2.5. We now have a converter from VRL to VRML thanks to Anthony Hirst that makes this files possible to edit by importing the VRML file to a 3D editor that
supports VRML (e.g. 3D Studio Max) edit it, export to VRML and then convert this back
with Antony's converter. NEW 3D SHAPES POSSIBLE!!!!

### .scn - textfile found in scene.mas
This files describe how a track looks and is directly responsible for controlling the track.
It is here SCGT is pointed out where VRL and BMP files are located and which files to use.  This file also describe intensity of colors and light, where cameras are positioned
around the track and so on.

For example Lime Rock
LIME1.SCN - Describe Lime Rock day races
LIMN1.SCN - Describe Lime Rock night races
LIMW1.SCN - Describe Lime Rock wet races
LIMV1.SCN - Describe Lime Rock wet night races

Observe that tracks that don't support for example wet races don't have [track]w.scn files  This means that if someone like to put some effort into making wet race SCN files for Desert Track we could race that track during rain ; ) Still this will only apply the friction for rain. The track will still look the same until we make vrl files with corresponding "wet look" bitmaps.

The number has to do with which detail level you are running.
1 = Min
2 = Low
3 = High
4 = Max

note: For more info read the "Track creation for SCGT" coming later.


### .aiw and .prt - found in scene.mas
Sets position and orientation on the startgrid and in the pits for all the cars.
Sets where and how you should here trackside sounds.
Sets all waypoints for the AI around the track (where the AI can break turn and so on) 

Exception is:
#### Terraind.aiw and terrainw.aiw
That describes visual and audio features of track objects like gravel, tire walls, rumble strips and so on.

#### genveh0#.prt - textfile found in scene.mas (# = 0,1,2 or 3)
This four files are used to setup graphics for the game. As the name suggest they are
"generic vehicle pointer files". Which one is used is controlled by your setting in the
.plr file that is controlled by your setting in the graphic options screen in the game setup.

Name syntax is like follows
genveh00.prt - used for low car detail setting
genveh01.prt - used for medium car detail setting
genveh02.prt - used for high car detail setting
genveh03.prt - used for max car detail setting

This file is then used for generating a file that only exist a short while during race
initiation called VEHINC.SCN. In VEHINC.SCN there is one copy of the genveh for each car (slot) in the grid the VIRVA, VIRVB and so on is changed to the cars resp vrl file name  for that resolution. This then tells what VRL files should be loaded during race for each object (carpart) and at what distance. you can easily grab this file by doing a very simple batch file and run it in a dos-window during race setup (see appendix A)


#### tfx.prt - textfile found in scene.mas
Definition of effects on the track like skid marks, spray, smoke and so on.
It's a bit cryptic but we will for sure work this out as time goes by.

#### ani.ani - textfile found in scene.mas
Definition of the animations on the cars (rotation of wheels, exhaust flames, break lights)

note: For more info read the "Track creation for SCGT" coming later.


APPENDIX A - A file grab batch file

This simple .bat can be used to grab a file that is created temporarily on your disc by a
program. In the cast of SCGT for example the VEHINC.SCN
Just change the path to the directory to be searched and the directory to put the copy in.  Obviously this can be more sophisticated with if and then and shit. But my motto is
"keep it simple" ; )

REM Grab.bat File search and copy batch file for dos and windows systems
REM Stefan Karlsson 1999-08-10 
set break=on
:START
copy c:\scgt\dat\vehinc.scn c:\temp
goto START
REM End if batch file

That is all. What happens when you run it is that the batch file do the copy command over
and over again until you press ctrl-C. I put in the break=on for safety incase your version
of command.com would not let you do a break of the batch with ctrl-C


APPENDIX B - Useful tools for managing, modifying and playing SCGT.

B1. MASpuce. The most stable and versatile MAS packer/extraction program around
You find this tool on many of the SCGT fan sites that have downloads

B2. Ultraedit32. The best Text/Hex editor I have seen and used so far.
It's shareware and you can download from Ultraedit.

B3. SCGT Cheat detection tool. The launcher used when running the SCGT offline league  This is very good to use if you don't want to install the Alldash patch because it let you connect each of you cars with a unique dash. It looks like the creator have thought of implementing management of different car setups as well but I haven't seen a verision with this working.

B4. SCGT veh file editor - Still a beta that is on test when this is written but I want to
mension it because it's soon released.

B5. Hypersnap DX. Great tool for taking snapshots in game. Not as easy to use as pressing F12 inside the game but let you save as JPEG from the start.



APPENDIX C - Suggested reading

C1. Any FAQ or guide you can find on SCGT

C1.1 James Wohlever's "How to make stand alone cars"
Well the name explains itself Found at Techware Motorsports

C1.2 ReadMAS for dummies by James Wohlever at Techware
A guide to learn ReadMAS - a MAS file tool Found at almost any SCGT fan site that has downloads

C1.3 "Politically correct Maspuce for the Mentally Challenged" by Vince Cuffaro at The US Pits.  A guide to learn and master the, In my opinion, best MAS file tool.
Found at The US Pits

C1.4 How to move needles in the dash by Andrew Laird at GTinsider
Learn how to make new dashes for SCGT 

C1.5 How to add dashes to alldash by Adam Zerlin webmaster at GTinsider
the title discibes it.  Found at http://www.gtinsider.com

C1.6 The SCGT Guide by James Pickard
A guide to the original cars and tracks in SCGT Found at The US Pits

C2. 3D Studio MAX literature

C2.1 Marc Nelsons Car editing guide
A very short description with pictures how to get started with SCGT car editing
in 3DS  Found at http://www.simracing.com

C2.2 3D Studio MAX R3 In Depth by Rob Plevoi
A brilliant book covering everything from the first time startup to the more
complex things you can do in 3DS. Not cheap and not only for SCGT but still
Coriolis Creative Professional Press ISBN - 1-57610-432-X


APPENDIX D - Credits

Well this concludes the SCGT Files Formats How To 1.4.

This info is compiled by Stefan Karlsson alias GT40-Steven from info found in the SCGT forum at GT-Insider and things found out while doing some major digging inside the files of SCGT and from some inside sources at ISI.

Thanks for everybody posting questions and info and all third party software and add-on
creators for making this game better and better!

Thanks to ISI for trying to make this game as good as it could get. For answers to all
our endles questions and for taking time with us even you have loads to do.

Credits for helping out can be made five miles long but I would like to point out a 
couple of people that really have put a lot of effort in to find stuff out about SCGT:

Screaming - Never got to know this guys real name. Who found the structure of the VR files

Antony Hirst - Who made the VRLtoVRML converter,the command prompt version of MASpuce
(Masadelic) and the Waypoint file editor beta.

Tagforce - For MASpuce the best MAS tool out there

James Wohlever - For endless nights of hacking, digging and testing. Resposeble for the first Stand alone car. Gunslinger, SP3 came out fine!

Marc Nelson - This guy is soon a ledgend in sim racing circles with "The sim project" web site. Marc made Visual Damage available in SCGT and Released the first all
new car together with James.

Hardy Mutschall - A guy working so hard to make a car/track editor for SCGT and the first To releasee a new track for SCGT

All the guys at The Pits SCGT Development team for making it worth while
The US Pits SCGT pages http://www.theuspits.com then go to SCGT section

Some other resources
GT-Insider with the forum http://www.gtinsider.com
Image Space Inc the creators http://www.imagespaceinc.com
Little Races SCGT site,
the biggest on downloads http://www.littleracer.com

Sports Car GT is the copyright of Electronic Arts 1999