4/11/2024 0 Comments Rfactor 2 track cut![]() ![]() I suggest using a DX11 Studio397 track as a reference. Of course apply rF2 standard shaders and materials as described in the tutorial. You will need to modify the scn file including newly created instances. Save new instance with different name and also the modified original. Clicking the right button while dragging a rectangle with the mouse will prompt a menu where you select "cut faces".Ĭreate a new instance and paste the cut faces (ctrl+v). Each piece of road or terrain should be ideally below 1MB size to avoid huge performance hit.įor dividing objects you need to be editing a gmt (cannot be done within scn editing). Remember to divide terrain and road to smaller objects. Splitting by material will be useful for this. I can't remember if the road was already separated or if you also had to detach it. I think 3dsimed directly accepted fbx import but you have to find the export folder to which RTB saves it.Īfter that, I remember that I had to explode the terrain into smaller pieces. I was so disappointed that I really can't remember the exact steps I took. I guess that starting from a plane and creating the terrain from scratch gives you more control over the situation. The result was awful it was pretty much undriveable. I made a very basic conversion to rF2 just to check the result regarding the road exclusively. The last time I tried it, I did a simple draft work on a open road circuit around the factory I work at using the integrated Google utility. I simply don't like the result and the lack of control over what I am doing. Thanks for posting here instead of commenting on FB. ![]() I will try loading a dds texture to the object in 3dsimed and then try again with 3dsmax. One thing that is different in this gmt from the first track i converted that worked ok, is that the texture is not a dds. While trying to export the gmt from 3dsmax, the process fails with the following message: ""No texmap defined for stage 0, material ROAD11." I think 3dsmax cannot asign a texture to the material, but due to being such a newie on 3dsmax i cannot fix it yet. Tried to improve the track mesh of another track and I encounter some trouble. Separating the track object into five gmt solve the problem. Will try to separate the track gmt into five objects to see what happends -> solved is only one for the entire track, maybe the gmt gets really heavy and rf2 stops working properly. I dont know if this is normal, but one problem might be that my track object. I notice that the road gets really bumby the more divisions I make to the track object mesh. I'm refining track mesh to make realroad even better. New trackside cameras for 1000km layout.The realroad works properly now. Fixed safety-car marshal's headphone occasionally popping out of oval banking. Fixed incorrect shadow casting range on some tree objects. Fixed no-timing issue found on 10K layout, which lap time would not count on the first timed lap after pit out. Fixed AI over-speeding, crashing, stuck-in-garage issues in pit lane. Rebuilt AI pit extension paths to prevent AI from hitting pit wall on all layouts. Fixed and optimized cut corridors to current track-cut standards on all layouts. Rear flap always available on all layouts. New league-friendly single-side collision wall on all layouts, fixed wall-stuck issue. Historical cones on 10K & 1000Km layouts as seen from real footage. Support max of 60 vehicles, 30 pit spots on all layouts. Replicates the real historic oval layout used in 1957-1958 F1 vs Indycar events known as "Race of Two Worlds", includes reworked main straight & pit areas as seen from real footage. Replicates the real historical layout used in World Sportscar Championship from 1966 to 1969, includes two permanent bus-stop chicanes (rebuilt on top of 10K layout) and additional surrounding scenery as seen from real footage. Standalone track update features new layouts, improvements and bug fixes for the 1966 Brianza track made by ISI/Studio 397.
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