create car’s folder

Discussion in 'Car Modding' started by elec86, Feb 8, 2021.

  1. redapg

    redapg Registered

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    In the Gen Files, all gmt that shall be loaded, are listed in different Instances, depending on what kind of Part of the Car they are.
    The Entries look like this for Example:
    MeshFile=rter_chassis_max.gmt CollTarget=False HATTarget=False ShadowCaster=False LODIn=(0) LODOut=(30) Reflect=True

    The bold marked Part is the Mesh that shall be loaded.
    So you just have to enter the Name of your new Mesh and put the Entry into the correct Instance.
    Or you simply overwrite an Entry that already exists, if you use the Gen Files of an existing Mod as your Basis, like the DevMode Skip Barber for Example.
     
  2. elec86

    elec86 Registered

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    I edited a new GMT file that I replaced in the maps folder (I only made this change)
    I used the same texture that worked but I have the following message in the showroom of rfactor2


    [​IMG]
     
  3. redapg

    redapg Registered

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    A Screenshot, on that the Text is readable, would help.
    But there obviously is a Texture missing.
     
    McFlex likes this.
  4. Coutie

    Coutie Moderator Staff Member

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    Have you read any of these? There will be a lot of information that you're asking about in them.
    https://www.studio-397.com/wp-content/uploads/2016/12/rF2_car_modding_introduction.pdf
    https://www.studio-397.com/wp-content/uploads/2016/12/rF2_car_modding_workflow.pdf
    https://www.studio-397.com/wp-content/uploads/2016/12/rF2_car_modding_complete.pdf
     
  5. elec86

    elec86 Registered

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    I resolved the problem (location in work files)
    now I modeled a more complicated piece (surfaces)
    but the construction of the GMT file appears in several files (rail skin...) instead of a single gmt file (see photo)

    why?
    [​IMG]
     
  6. redapg

    redapg Registered

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    You say you work with 3DSMax right?
    The GMT Converter is doing what you want him to do.
    If you select 1 Object and click "Do Mesh" in the Converter Rollout, 1 Object gets exported as 1 gmt and if you select 10 Objects and click "Do Mesh", 10 Objects get exported as 10 gmt.
    So if your gmt is builded out of 10 Objects, you have to attach these Objects to each other, before you can export them as a single gmt.
     
  7. elec86

    elec86 Registered

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    I work on 3dsmax
    the piece is imported from allias autostudio several assembled surfaces)
    when I select the piece under 3dsmax a single surface appears
    Where can I reach my surfaces?
     
  8. redapg

    redapg Registered

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    I don't know "alias autostudio" and what kind of Formats it uses.
    Is it maybe a Group that you get?
    Did you try it with "Ungroup" in 3DSMax?
    Select the Object and then, in the Menu, select Group->Ungroup.
    If it is a Group, it gets splitted into the grouped Pieces now, that you can attach to each other then.
    If that won't work, you have to find out, how the imported Object can be splitted in 3DSMax.
     
  9. elec86

    elec86 Registered

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    it worked
    but on the 18 surfaces 6 are missing on the showroom
     
  10. redapg

    redapg Registered

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    Do you mean this: you could export the "Collection" of Surfaces as one gmt from 3DSMax, but in the Showroom, you can not see the complete Mesh?
    And on Track, what can you see there?
    If it's the same on Track, check the Normals of the Surfaces in 3DSMax, that they all point into the correct Direction.
    If not, flip the ones that point into the wrong Direction.
     
  11. elec86

    elec86 Registered

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    I do not see all the mesh on the showroom

    I don’t work on tracks

    where i can see the right direction on 3dsmax ?

    thank you
     
  12. redapg

    redapg Registered

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    As usual, there are different Methods.
    The easiest Way, in my Opinion, is to make the Mesh an editable Poly (1) and select "Polygon" (2) and mark all Polys or "Element" (3) in the Rollout, to mark the Elements of the Mesh.
    Then you normally can see the Polys that are pointing into the wrong Direction, because they are displayed in a different Way.
    In the Screenshot Example, are the 3 bottom Rows of Polys the ones that have to be flipped.
    Mark them and scroll a bit lower in the Rollout, where the Button "flip" is and press that Button.
    Do that with all Polys that face into the wrong Direction.
    poly_flip1.jpg
    poly_flip2.jpg
     
  13. elec86

    elec86 Registered

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    my piece is imported from allias auto studio
     
  14. elec86

    elec86 Registered

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    with my objet allias auto studio i have this warning message (conversion GMT)[​IMG]
     
  15. redapg

    redapg Registered

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    Is the Mesh mapped properly?
    I sometimes can get rid of that Message by remapping Meshes.
    But also with that Message, is the exported Mesh working properly in Game.
     
  16. elec86

    elec86 Registered

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    I try several shapes but in the swowroom I have on one side a visible face after rotation to 180° I have nothing

    (see photos)[​IMG] [​IMG]
     
  17. redapg

    redapg Registered

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    That is correct in that Way.
    Polys have a Back and a Front and you can only see the Front, which is the Side into that the Normals are directed.
     
  18. elec86

    elec86 Registered

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    but I only see the inside of the hull
     
  19. redapg

    redapg Registered

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    Set the Object as an Editable Poly.
    And if you see the Inside instead of the Outside, select all Polys, rightclick on one of them and select "Flip Normals" in the Context Menu.
    Or mark all and use the Button "Flip" in the Poly Rollout.
    Or, if it's the whole Object, you can also use the Modifier "Normal" and check the Checkbox "Flip Normals" there.
     
  20. elec86

    elec86 Registered

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    I did this but without results

    [​IMG]
     

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