is the "rF2_Track_Technologyv3.pdf" the only 'tutorial' to import tracks to rF2?
search Free67 here in the forums and on google and you'll find some of his tutorials on conversion and rf2 track building.is the "rF2_Track_Technologyv3.pdf" the only 'tutorial' to import tracks to rF2?
Please recompile with the new plugin template. Please let us know if this takes away the crashing issues some have had since Build 68.
http://isiforums.net/f/showthread.ph...ding-Downloads - 1st post
i heard someone was going to make a rf2 aiw tutorial from start to finish ( need details like how to normalize curves) like center line to pitline. (the ai cars lose control trying to pit) so a tutorial very detailed from start to finish would be a good thing thanks for listening
are there any tutorials that just show something basic, like for someone who wants to run a server using a new package which includes:
everything in the new GT mod + Mid Ohio.
I have absolutely no clue how i could do this, at all...
you'll want the packaging tut and then the dedserver is just like it always was...
I totally hate it... I worked on the heat haze for 3 weeks! Now I finished it, and Tim posts a tutorial... GRRRR >.<
timing heh! Maybe if i ask for a windscreen texture and wiper animation tutorial that will appear too
Guys, any news on the standalone ISI Viewer?
I've a scene almost prepped for the export, but imo, passing thru the main rf2 launcher@devmode, to view my track developement, is time consuming compared to the rf1 workflow.
I don't need this now, just to know how many time will be necessary for a stable release, more or less.
I can use the devmode, but the ISI Viewer is better .
In the mean time, I've found a fairly quick way of testing things in-engine. Keep DevMode windowed, then all you have to do is back out to the main menu and reload your map after you've made some changes. Navigating around the track isn't as fast as it is in the Viewer (is the view speed editable?), but if you set up some cameras in strategic places, it can be a little less painful.
on the Megane Template PSD... what are the uses of the 2 different Ambient Occlusion layers? one is light and one is shadow. the layers are locked and I cannot unlock them to check their blending properties. are both on at once when the DDS is made? do they have to be named certain things? or have certain properties?
Tim, in the new video, @4:11, is this an in-game screenshot on that desktop? It looks like the new Formula Masters @ Mills.
It looks great, nice shaders!