1 - Spawn point position is depending on tracks's AIW file, where garage position coords are defined. When developing a track, make sure you have solid ground (asphalt) on coords 0,0,0. You car is...
Type: Posts; User: Jka; Keyword(s):
1 - Spawn point position is depending on tracks's AIW file, where garage position coords are defined. When developing a track, make sure you have solid ground (asphalt) on coords 0,0,0. You car is...
Looking good so far! :cool:
Cheers!
Conversion can be done proper way or just quck-and-dirty porting from one platform to another without implementing new technologies on it. Proper conversion requires almost as much work as building...
Wow! That is very harsh comment and it's absolutely not true. Where did you get that kind of impression? If you do quick search on "Modding Help" over here, you will find plenty of responses from ISI...
Personally I share ethone's thoughts about this matter. Most people who never tried to build track from scratch do not realize how much work and dedication is needed.
Believe me, building track...
Bink,
If I haven't said before, I really appreciate your work. You have made wonderful work with this tool. :cool:
I can understand the effort what you have put on this. Thank you.
Cheers!
yoghurt,
Thank you for your feedback. I will address these problems in V1.00 release near future.
Cheers!
You probably need to select "All cars/tracks" option in game to make it shown in-game.
Cheers!
To reach optimum lightning on your track, all objects should closed (ie building should have all six sides, walls, roof and floor).
You probably know that already about rF2 lightning, but it might...
We already have this kind of feature.
If you spin to the grass, you will leave the mark on it. ;)
Actual ground-digging will probably come later with dirt Realdroad.
Cheers!
Welcome to average working day of track building project! ;)
It's like that and will be even more "boring", when you start polish all little final details (which will take week or weeks) before...
There are "de-triangulate" scripts (3ds max scripts) floating around the net, which might be helpful here. I think mianiak points some of them in "Modding Help/Track Modding" section.
Cheers!
Yes, looks like more polys is needed lengthwise too. It can be done same way with "connect" (just select other edges).
Cheers!
Use max's "Connect" tool.
In Editable Poly/Edge, select edges and apply connect with appropriate parameters.
7568
Cheers!
Yes. Chicane version will be added later. IRL, at least Legends and motorcycles will use that. Aiw improvements is on my "must-to-do" list also.
Cheers!
Martymoose,
If you have time, please do. I have very busy day ahead...:)
Cheers!
I will, later today...
;)
Cheers!
New download link is now up. Please refer first post of this thread for more information.
Sorry for this annoyance.
Have a nice weekend and see ya on the track!
Cheers!
Please wait a minute. I will setup new link shortly.
Cheers!
7551
Botniaring racetrack is located near small town of Jurva, western Finland. Track contains three layouts, Club, Full and Oval.
Track was build in 1989, when Club and Oval layouts was...
Offical Autodesk statement:
Autodesk product versions of 2010 and earlier are no longer supported and are not included in considerations of Windows 8 compatibility.
My modest opinion is, that...
First of all, you don't need to pack your track until you are ready to release it. Generally speaking, track and car developing/testing should be done in Developer Mode, not necessarily in Single...
Your road surface needs to be separate, independent object and named as RaceSurface_xx. Sounds like you have some terrain (or other object) attached to asphalt, which causes green track surface.
...
Looking good, keep it up!
Personally I love this track. I've been racing there since N2k3 and I'd like to do so with rF2 too...;)
Cheers!
Rotate part, which should be fused (or welded in 3dsmax) so that it aligns to curved part as close as possible. Then weld both parts vertexes together.
There are many techniques, which can be used...
Bring it on! I hope you got accurate elevation and camber data.
Cant wait to test this out. :)
Cheers!
That's a good start. :)
Looking forward to see final version of this track. Take your time, build and polish it properly before release. ;)
Cheers!
Nice work, feels3! :)
Cheers!
I think you cannot have more than one XPITOUT gmt's, which should be single poly instance (it probably do not affect your double-car issue anyway). I suggest you try one ISI's AIW with single garage...
Was your AIW borrowed from some ISI's track or did you make it yourself?
Cheers!
I can speak with my own experience, that licencing Porsche is really, really PITA... It's almost impossible without throwing HUGE amount of money on them, giving full quality control and permission...
Have you tried to remove your current AIW from your track directory completely, copy new one (lets say Lime Rock, for instance) AIW in and renaming it to match your track?
Only editing you need to...
Similar to mianiak, but sometimes it's not best method for complex shapes.
With complex shapes, another approach can be something like cloning track edge (make spline from it), make outer edge...
Well, this could be good exercise to someone who wants to learn something new... ;)
Creating cameras is fairly easy in dev mode. Hard part is reach proper artistic result with them...
Cheers!
I can imagine further development rF2 of car skins (and sharing them), which could include pitcrew skin also.
Let's wait and see...;)
Cheers!
Yes, looks like it. Basically any AIW will do, just make sure you have solid ground under your track entering coords.
Cheers!
No problem ;)
Simply re-save rF1 AIW with rF2 dev mode will update AIW compatibility to rF2. In most cases that will help. Just make sure that your garage coords (where you are put after hitting...
You know Max, Revs and Revs+ was my first experiences for simracing back then. I have driven thousands and thousands laps around Silverstone and Nurburgring with that F3 car... :)
Btw, I'm...
Just had time to take quick look at your max file.
First, replace texture from stage 7 (refection map) your RR material. Cube map probably causes problems. You can use simply black 16x16 px...
Driver strapped on to seat with seatbelts will shake same frequency as car itself. Driver eyes compensate movement, when he/she focus on some point front of the car. However, there is physical limit...
Something doesn't look right there.
Scn entry of racesurface should look something like this:
____________________________________________________________________________...
That is exactly my impression of the problem. I've run into this problem with rF1 and rF2. My workaround is remove any collision detection from complex objects (like hi-poly tire barriers) and create...
Any chance to take a look at your 3ds max file of your track?
When viewing your track with rF2 viewer, there is no racesurface geometry at all. Racesurface gmt's are there and they are correctly...
Delete all content from folder C:\Users\[YourUserName]\Documents\rFactor2\UserData\Log\Shaders
Launch dev mode and load joesville. It will take longer than normally, because rF2 rebuilds shader...
To problem #1, you probably haven't setup rear view parameters to track's scn - file.
For instance:
View=rearview
{
Clear=True
Color=(0, 0, 0)
Size=(1.00, 1.00)...
Missing xsectors..? Bad AIW file..?
Cheers!
Try one marshal(s) first and make sure it's named "CornerWorker_000". When you got it working, just copy/move/rename rest.
CornerWorker uses following animations:
CW_FLAGDOWN
CW_FLAGHELD...
I must say that I'm not familiar with 3dsimed and I always work with 3dsmax, so I cannot help you with that.
Generally speaking, animated object (like track marshal) always contains polygons and...
Shadows has been little bit flickering in the past, but they are much better with current build.
I would take care of "Shadow Out" parameter in GMT exporter also. If tree is not right next to...
You could try "T1 no lightning" shader (or something like that... I'm not on my dev pc atm, so I cannot check exact name of it...;)).
With this shader bilboard trees do not affect each others (or...