We will be updating the dev guide more and more in the coming weeks. For now here is a brief overview of the changes we are making and the likely implications for modders. https://docs.studio-397.com/developers-guide/release-notes
Many, many thanks for this @Alex Sawczuk In my opinion, this is possibly the most significant step for the rFactor 2 modding community in the whole 7+ years it has been released! Over the last few years I've watched almost all of the old rF1 modders swap over to AC because modding is so much easier there. rFactor 2 is notoriously difficult to mod and at no point does any step seem simple. I had my doubts about a year ago that Studio397 had forgotten about the modders, but now finally we are getting some help and tools to make the process in rFactor2 easier. The new headlight tool is going to be massively helpful and will avoid the whole process of guess work and going back and forth multiple times to get them set up properly.
The Material, texture and converter was updated 06/06/2020... This is already something to do with the new materials? Thanks!
@Alex Sawczuk , Sorry to maybe taking this a bit off the road, but are there any plans to migrate (or create additional) tools to work outside the 3D MAX? In Blender for example. Autodesk recently changed their licensing policy and now it is almost impossible to get student version. Blender GMT export plugin would be extremely helpful for modding community. The plugin can be found here on forums, but more info from someone on the "inside" would go a long way to make it feasible. Or maybe gJed revival is in order?
We hope to move to an FBX Importer solution long term, as this will be platform independent. I do not have a timeline on this though.
FBX Impoter - do I understand correctly, that it will be basically something like gJed (maybe built straigt into devmode). The idea would be to do mesh creation and UV mapping "outside" and then import FBX do material mapping in devmode ?