hi i didt a track export and i kan se the track in devmode it loads the track bad i see 2 pitworkers and wen i hit race the car starts up en then gos slichtli to the richt and i se an other car the car bounses and there is no reaction on it wen i hid the gas regards robby
Is your surface object tagged as Collision and HAT Target? Is the surface using a material that is listed in the TDF? Is there a surface object at 0,0,0?
Somretimes i had the same problem Seems like there is a problem with the aiw to find the place in the spot. If you don't have the aiw be sure the 0,0,0 is on the track. Sorry luc i didn't see you reply
now if lost it totaly i have 0.0.0 in the track,surface object tagged as Collision and HAT Target and a material that is listed in the TDF wen i hit start the screen gos black and dos not reackt to anything gr robby
The same happen to me when i deleted old material to replace them with the new ones and didn't name them correctly according to the tdf. Check the name to see if that the problem
Material names in TDF is only prefix of the material name. Example : TDF: road,roada, grx. etc rfactor Mat name: roadMain, roadaPitroad, grxBiggrass so check only the first part
hi i have another question if seen in the map of the croft track thad there ar 4 or 5 kerbs on one map how do you use this kind of maps? regards robby
You can just map your curbs or road normally while lofting (or afterwards through spline mapping), all you have to do is adjust the "sides" of the UVW Mapping. Instead of using 100% of the width, just use half, a fourth, a sixth, or whatever fraction lines up with how many different texture "strips" you put into the texture. A simple UVW XForm can be enough to adjust it. This works for all kinds of textures that repeat only on one axis and not in both. For example it works great for some of the road textures as well, but doesn't work for the main grass texture you will be putting on a planar uvw mapping that repeats in both horizontal axis.