About my convert

Discussion in 'Track Modding' started by dydy77, Jan 19, 2012.

  1. dydy77

    dydy77 Registered

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    Hi,

    I am trying to convert a track but i have a probleme ingame.

    I explain :

    I do a copy of joseville track,
    This copy is good, i can play on it without problems

    So i create 2 folders in Asset for my own GMT and DDS

    Asset/GMTD
    Asset/MAPSD

    I add it in SCN of joseville copy :

    SearchPath=TLM_Dubai\ASSETS\GMTD
    SearchPath=TLM_Dubai\ASSETS\MAPSD

    In 3DS Max 2009, i import all objects of my road (RF1 part), i save to track.max
    I close 3ds, i change my isi shadders etc...with a RF1 to RF2 switcher.
    I Lunch 3ds, i open my track.max and export my objects with GMT exporter V2.52g.

    [​IMG]

    I put GMT' obects in GMTD folder, and textures in MAPSD folder.

    In my SCN i wrote :

    Code:
    Instance=RaceSurface_00
    {
      VisGroups=(32) 
      MeshFile=Track00.gmt Deformable=True CollTarget=True HATTarget=True
    }
    Instance=RaceSurface_01
    {
      VisGroups=(32) 
      MeshFile=Track01.gmt Deformable=True CollTarget=True HATTarget=True
    }
    
    etc....for all my track objects
    
    
    And for joseville originals Race surface

    Code:
    //Instance=RaceSurface_31
    //{
     // MeshFile=RaceSurface_01.gmt Deformable=True CollTarget=True HATTarget=True 
    //}
    //Instance=RaceSurface_32
    //{
     // MeshFile=RaceSurface_02.gmt Deformable=True CollTarget=True HATTarget=True 
    //}
    
    I use no aiw, to appear in coord(0,0,0). Can i use RF1 aiw ?

    My track is correctly loading, but when i am ingame menu(screen1), my game crash (screen2) !

    [​IMG]

    [​IMG]

    Where is my problems ? Someone can help me ?

    Sorry for my bad english !
     
  2. freew67

    freew67 Registered

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    VisGroups=(32) on the track mesh possibly? Just a guess, but you can always drop Joesvilles AIW in and see if it still crashes.
     
  3. dydy77

    dydy77 Registered

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    In the original josevilles SCN :

    Code:
    Instance=RaceSurface_01
    {
      MeshFile=RaceSurface_01.gmt Deformable=True CollTarget=True HATTarget=True 
    }
    Instance=Box01
    {
      VisGroups=(32) ReflectPlane=(0.000, 1.000, 0.000, 0.000) 
      MeshFile=Box01.gmt CollTarget=True HATTarget=False ShadowCaster=(Static, Solid) Reflect=True ShadowGroups=(14) 
    }
    Instance=RaceSurface_02
    {
      VisGroups=(32) 
      MeshFile=RaceSurface_02.gmt Deformable=True CollTarget=True HATTarget=True 
    }
    So i thinks visgroup or not, it should work.
    Without visgroup in my SCn, i have the probleme !

    I feel that the bug appear when my car touche one of my gmt !
     
  4. dydy77

    dydy77 Registered

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    After several hours of researchs and testing, I can finally run on my track without crashing !

    It was my aiw file ! I imported in josevilles aiw, my Dubai RF1 pit garage pos, and remove all object of joseville track in scn ! And it is working !

    So i import somes obects (basic no shaders etc...) !


    But i have problems with textures !

    For exemple :

    [​IMG]

    In rf1 a 3Dsimed this texture :

    [​IMG]

    IN 3ds for rf2 :

    [​IMG]

    I dont know why my texture is half-transparent in rf2 !

    Someone ?

    I have the same problem with a sand texture, in game the object stay white ! I thinks is the same problems !

    Thanks in advance
     
  5. Luc Van Camp

    Luc Van Camp Track Team Staff Member

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    That looks fine, except for the Source and Destination Blends. They should typically be 'One' and 'Zero' respectively. Yours are flipped :) .

    Also, keep in mind that HDR can wash out light textures, which could explain the white sand for instance. If in doubt, try toggling HDR :) .
     
  6. dydy77

    dydy77 Registered

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    Thanks, i try with HDR, i can see my texture when my camera is near the object (very near), when i degress, she become white !
    Without HDR, she stay white !

    This is my files if someone want test : HERE

    Fliped or not it is the same !

    I despair !
     
    Last edited by a moderator: Jan 21, 2012
  7. dydy77

    dydy77 Registered

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    Nobody can help me ?
     
  8. blakboks

    blakboks Registered

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    It looks like it's requiring a username/password to d/l the file.

    Sorry, I'm not being helpful here. I actually have an instance where some of my textures are washing out as well. But I'll be damned if I can find where to turn off HDR in DevMode. I know where it is in the regular .exe (in the Resolution Settings Tab), but it's not there in DevMode. I even tried turning it off on the Configuration window from the Launcher, but didn't seem to affect anything.
     
  9. dydy77

    dydy77 Registered

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    It is in : .\Rfactor2\ModDev\UserData\Config.ini

    Set UseHDRProcess=1 to turn ON HDR
    Set UseHDRProcess=0 to turn OFF HDR

    From Configuration of the luncher, you change HDR only for Single and Multiplayer !

    SORRY For my bad link of my files : Sand.rar
     
  10. blakboks

    blakboks Registered

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    Here's what I got when I tested out your scene. HDR is on.
    [​IMG]

    I take it yours was washed out?

    I think I read somewhere that some people's systems have been washed out with HDR on.

    View attachment 776
     
  11. dydy77

    dydy77 Registered

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    Thanks
    Did you try with HDR off ?
    My HDR is Off !
    But what should i do for it is not washed out ?

    Yes Luc Van Camp in my topic

     
    Last edited by a moderator: Jan 22, 2012
  12. dydy77

    dydy77 Registered

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  13. Mario Morais

    Mario Morais Registered

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    Thanks for your post i have the same problems ! now i find some possible solutions.
     
  14. dydy77

    dydy77 Registered

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    Hi,

    This is one lap on my dubai track,
    Can some one help me about some blinking textures ? tirewall, wallban, and one groung texture are blingking ingame !

    this is the tirewall :

    [​IMG]

    The video :



    Other question :

    how to make some objects appear earlier, such as bridges and big buildings (exemple : look at 1min 58 the wooden object in the background) !

    What are the standard value for lodin/lodout in rf2 ?

    Thanks ;)
     
  15. ethone

    ethone Registered

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    That blinking looks like you have two objects overlapping.

    For making objects appear earlier, do you perhaps have set a low-ish lodout for them? Try a higher lodout value and see if they start appearing when you want them to. The standard default values are lodin: 0 and lodout: 10000, essentially meaning objects are always visible when they're in your field of view and not obstructed by anything.
     
  16. blakboks

    blakboks Registered

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    Like ethone said, the blinking looks a bit like z-fighting. If you have polygons that you will NEVER see, you're always better off to delete them. Which is what it looks like in this instance--because you have the sheathing that goes around the tire stacks, there's no need to have any polys for the tire stacks other than the top ones.

    As far as the making things appear earlier--this particular case is your clip planes. Set the second value for ClipPlanes in your .scn file to a higher value (I think it defaults to 500 meters).
     
  17. dydy77

    dydy77 Registered

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    Thanks , it was my clip plane, it was at 1000 and i set 1750 ! It is perfect ;)

    I will delete unused part (behind part blinking)
     
  18. dydy77

    dydy77 Registered

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    Thanks, my tirewalls does not blinking now !
     
  19. dydy77

    dydy77 Registered

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  20. dydy77

    dydy77 Registered

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    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

     

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