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Interview
EMACF1's Ralph Hummerich
and Matthias Marquardt
by Alex
"Zander" Keep
Over the last few seasons probably the most
downloaded carset for F1 sim racing has come from EMACF1. Alex
"Zander" Keep caught up with Ralph Hummerich and
Matthias Marquardt immediately prior to their releasing the
new RH 2004 Season carset for F1 Challenge '99-'02. He asked
them about the new expansion pack and about themselves.
Q.
Hello guys and thanks for talking to SimHQ about the new RH
2004. First question... how did you both get into making carsets?
A. Matthias: I guess
it's the usual story. Let me first say, that while I was playing
GP2 I have heard, that there would exist season updates and
I was quite amazed about that kind of stuff. Anyhow, the games
have changed and while I was playing F1Racing I saw for the
first time the name Ralph Hummerich on the net and I was very
happy that I could update my game with some actual cars. Again,
various month have passed away when I got my hands on GP3.
The BIG disappointment was, that it came with a 98 Season.
So I instantly started to search around in the web for car
updates. Unfortunately, I found a lot of them but the
big dilemma was that nobody had the courage to say "this
is good" or "this is bad". After I have downloaded
over 50 different cars I said to myself, "this is enough".
So I started my own webpage where I offered (with the permission
of the people who have created the cars) "only the best"
livery for a GP3 Team. After all 11 teams were done, I made
a complete GP3Edit package out of that.
Actually, that's the point where Ralph
and I meet each other. Since there was a close battle for
the "best" cars between Momo Ichigo, Jan Frischkorn
and Ralph... I never thought, that the web site (emac.de at
those days) would become that successful. But as the final
result of my host (who had give me a unlimited traffic offer)
had quit the contract (obviously caused by too much traffic...
2-4 GB a day). Sorry... I am leaving the topic so I
came in contact with Ralph and since he had no real homepage,
I offered him a place to create and maintain a web site for
his carsets. At that time (2000 / 2001) I have started to
help Ralph with certain technical issues in creating some
parts of the GP3 carset (like tire issues and converting the
textures to the "software mode" (index 256 colour
palette). When GP3 2000 was released, we worked even closer
together and finally it become a real kind of teamwork. Ralph
was doing textures and performance related stuff and I take
care about the integration into the actual game. So we have
played two roles (in 'the team' a creative one and
a technical one). I do not really consider us a "Team".
For some time we have been working together and Ralph has
become a real friend with whom I share much more then just
racing game related stuff.
When EA's F1-2001 came out, Ralph and I encountered a new
challenge car shapes. Before that we did not really
had to care about the issue, but now we needed a partner that
could provide us with solid shape work. Ralph has worked together
with different people here, but in the years 2001 and 2002
the delivered quality was not in a way we have expected it.
So that was finally the time when I started to spend time
with shape editing tools [ZModeler] to be able to correct
mapping issues and other small fixes. But still, basically
my main focus was on the integration of the various files
into the actual game. When we where contacted by EA and asked
to work with them on a 4 Season F1 Racing Game (editor's note:
later to become F1C), Ralph said that this would be only possible
if we would get additional help in the shape creating sector.
That was the time when Ivo Franic appears. And I was so amazed
how accurately he works on the shapes. I needed almost 3-5
days to make all the fixes for one Team, his work only needed
one or two. For 2004 there were almost NO fixes that I had
to do. They were all delivered almost perfect. So I could
"fall" back into my previous role concentrate
on technical issues. I guess explaining more in detail what
this work really is would not be really interesting for most
of the people they just want to have these cars in
their game. But I can tell you, that there are plenty of things
that you have to consider before a texture and a shape file
will show up correctly in F1C '99-'02.
Ralph: Well, that was Matthias'
story. Mine begun some years earlier with GP2 which actually
was my first racing game. The reason for starting with editing
car textures was just that I wanted to see the actual cars
and liveries (which was season 1996) in my game instead of
the game's default 1994 ones and even more important, I wanted
quite authentic liveries which means with tobacco and alcohol
decals. Besides that, the shipped liveries were just really
bad (as usual for the GPx series).
I did that only for myself and didn't
ever give anything of that away or published it. This changed
with UbiSoft's F1 Racing Simulation hit the stores. Again
the liveries had been outdated and again following
license and laws there were just unbranded liveries.
So I made new textures and this time released them on some
German fan sites, car-by-car, but a real carset was still
far away. I stopped doing that after a while because of private
reasons and got back into the whole thing with the arrival
of GP3. This time a real carset was possible thanks
to good old GP3edit... the rest has been explained by Matthias
above and there is nothing more to say.
Q. How long does it take
to produce an entire carset?
A. Matthias: That's a very
difficult question. All I could say is, that with each year,
it takes longer simply for the reason that we have
to do more (not because of the fact that the people will expect
more). It's just that we discover after a season, what we
missed (or could do something even better) and with that the
amount of work is just increasing. Beside the amount of work
you have to consider that all that is just a hobby for us,
which means, that we could not work 12 hours or more a day
on this project. But when we would just break this down to
the cars themselves (only the car body and the wings) then
we could say, that for the F1C cars it took us around 2.5
months per season. But I have also to admit, that this
time two people were working on the shapes and that the quality
of the output is much different it really can't be
compared to anything else you will see in 2004.
Ralph: That's not easy to answer because this is very
much game related. The EA F1 series offered a very much wider
band of editable issues than the GPx series does. I really
can't say an amount of time needed for a whole set because
this is very much depending on the time we can find for that.
Matthias mentioned the work for the original shipped version
of F1C, but IMO this is not comparable with the stuff commonly
known under the "RH brand". For the shipped game
we did what EA wanted us to do. For "RH" we did
what we wanted to have in the game. So the time needed is
much more. For RH 2004 Season it was approximatly 5 months
only working on the cars.
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