Here's an example of what other developers are supplying to their customers by way of information on modding their game (rFactor2, by developer ISI)
rF2_Packaging_Tutorial.pdf - 01-09-2012
rF2_Track_Technology_v2.pdf - 01-10-2012
rF2_car_modding_introduction.pdf - 01-12-2012
rF2_car_modding_workflow.pdf - 01-12-2012
rF2_car_modding_tires.pdf - 01-12-2012
Tutorial_car_tires_files.7z - 01-12-2012
rF2_TGM_TyreTool_QuickStart.pdf - 01-16-2012
rF2_car_modding_complete.pdf - 01-12-2012
Tutorial_complete_car_files.7z - 01-12-2012
swheel_trackmapTEMPLATE.zip - 01-16-2012
Here's a link to one of the example PDFs - rF2_car_modding_complete.pdf
http://isiforums.net/dl/rF2_car_modding_complete.pdf
The game is still in Public Beta and yet these files are already available. Note too that the developer supplies 3D Studio plugins for the export of all models used in the game engine - for various versions of MAX.
Take a look at the detail, the help, the built-in open-ness........
That's how to do it.
ISI develop a professional level simulation (rfactor PRO) for professional race teams including Formula 1 team, RedBull. They also make a commercial entertainment package, rfactor (1 and 2) for general public. This puts into sharp relief all the BS from CA about modding.
more here, if anyone is interested:
http://isiforums.net/f/showthread.php/1573-Tutorials
rFactor now has an enormous amount of mods, and a hugely talented and diverse community constantly adding and expanding to the core game, in a multitude of ways the developers themselves could never do.
This has meant the shelf-life of rF 1 has been 6 years. Whilst the old engine is showing its age, it has had a constant supply of new and varied material, and modders have even moved onto licensing the engine themselves and releasing full-price games.
What a contrast.