After a while not using rF2 I wonder what versions of max are supported. Still just 2010 32bit or did that change and more recent versions (e.g 2016 64Bit) can be used to model rF2 content?
Here is a request for support of newer versions of 3DSmax https://forum.studio-397.com/index.php?threads/plug-in-3dstudiomax.55717/
3DSMax 2012 32-bit is the latest to be supported by the plugins, I believe. gJED is a thing...it takes .fbx imports. However, it doesn't seem to have been updated to D3D11 yet (at least not when I last checked 2 weeks ago).
I have been testing gJED for some time but somehow i got mostly errors and crashes. My personal best tool right now is 3dsimed, it works perfectly to put cars into any gmotor game actually. Easy and quick to use without a single crash or error.
Ive been using max 2016 and gjed for a year now.. with no issues - however gjed is a bit buggy so there are some minor workarounds - however workflow of fbx from max to gjed to gmt files takes around 1 min to get a devmod build
I second Drathuu with Max 2016 x64. Doing the same as Drath with modelling in 3Ds Max, then use gJED to change shaders etc. It's not perfect (gJED) given it's still alpha and has a few bugs but worse still it's still DX9, no DX11 shaders. I'd like to see either gJED improved very quickly with DX11, or x64 bit plugins for Max 2012 and above available. I have plenty of models created but been holding off (and glad I did with DX11) to texture them until I was 100% happy with what the end result would be..
The new shaders are available in gJED. Look for the DashboardElementShader. And there are two T1 shaders. The old one and a new one. But a DX11 renderer for gJED and further developend/debugging would be nice. Plugins for Max 2015-2016-2017-(2018) would be nice too.
Hi Gijs, Can you tell us the name of the new shader T1 in gJed ... because I don't saw it .... ? Regards.
7 hours ago it was just T1. The new "T1" has been renamed to "T1DiffuseED". It seems to be a lighting emissive shader at night, and non light/emissive shader at day time.
Also a question for Studio 397. If we are adding shaders (or changing them), is there one for added dirt on cars as you progress through the race ? I recall Apex Modding were using a Dirt Shader to achieve the results, would this still be OK given the changes with DX 11 ?