this is correct. You see vertex colors because you have to set proper shaders and relink all texture.
When importing ISI_TrackSection_2016.FBX into Blender (2.76), this error appears: Report: Error Version 6100 unsupported, must be 7100 or later
This is probably blender who doesn't like that old 2010 FBX protocol. Try using the FBX converter by Autodesk to convert that 2010 FBX into a more recent binary FBX protocol. This protocol should be the best interchange format...but unfortunately Autodesk keeps messing with it....so it's not really making things easier. Try this; http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22694909 If don't solve, please, google a bit, there is loads of people with these problems. They are not related to ISI, it's just autodesk Vs the rest of the world.
Adelaide_2005 RF1 to RF2 comparison Here is a screen of implementation of the new RF2 meshes and shaders Comparing RF1 pit road on the right with RF2 main road surface implementation
Sorry... this was the Track segment MAX file posted in this thread.... doesn't display too well that is all. It is not as far as track viewer.
Well, then you should export it in game. Track piece doesn't have to be drivable to load (and see it) in track viewer. Basically only thing you can see in 3dsmax viewport (or quick render) is mapping together with geometry. Any render from max doesn't reflect what things will look in game. No need to worry if rendered image looks weird. Viewer is only tool (in addition of the game itself) where you can see how things look in the end.
My 3dsmax version is too new for the plugins and I haven't worked out a workflow to get from 3dsmax to the game or to the viewer yet.
Ok. Then you should use gJED as an exporter. You can find workflow and other information over here. gJED Workflow
That would be good.... but so far I have had CTD's importing just track mesh and adding maps to the real road shader.
Is your problem CTD when importing FBX file to gJED? If so, go over here, download and install latest converter and try again. Remember, that you have to do all mapping of all channels (like ReadRoad) in 3ds max before exporting the track to fbx.