3ds Max 2017 Plugin

DaREALMastaD

Registered
Hi all,

I wasn't sure when this was included or if it was mentioned in any releases but there now is a 3ds Max 2017 Plugin available (beta) in the Support -> Tools -> Plugins folder if anyone was looking for a newer release than 3ds Max 2012. I've tested it and so far they are working like the 3ds Max 2012 version. The only thing difference I noticed was trying to load the same model in 3dSimED after the export from 3ds Max 2017. The textures don't load correctly in that but they load fine in the game.
 
yep .. first time i try to open a new object from 2017 in 3Dsimed there's an error , but i retry a second time to open it and it work well ..

thing i see with 2017 , now when i export my billboard trees and open in 3dSimed , they are not on the ground but 2.5m above where they are suppose to be :confused:

it's perhaps not the 3ds2017 plugin, but me ??
 
Any special reason to use 3DSimED? I wasn't sure if it was required, but in the end I managed to get the track from max directly in dev mode.
 
first reason for me is the billboard tree , i don't known where they will appears after 3ds export (on the ground or 2 meters upper) i can change it via 3dsimed3 ..
second reason : canot import something with 3dsMax and keep the RF2 materials
and 100 others reason ;)
 
I was planning on testing billboards today. We'll see how that goes... But other than convenience, is there a reason to use 3DSimEd?

I was wondering about one more thing, I hope you don't mind me hijacking the thread a bit: can I set up instances in 3ds max so that only one gmt gets exported? Right now a new file is created for every instance, even though it's the same mesh.
 
@Tuttle I think I have found a bug. The specular configuration disappears from the asphalt when I export with the 2017 plugin, however in the 2012 version it works well. It should work the same, right?
 
@Tuttle Another problem. I have exported some objects (lines) with "Chroma color" and they work fine, but if I annul Chroma color and change Source and Dest Blend to "Src Alpha" and "Inv Src Alpha", they dissapear, they become completely transparent, it seems the plugin don't respect the alpha channel.
 
@Tuttle: I give you a new report/bug .... Using the Bump spec map T1 Stamp Vertex shader with Billboard trees working correctly but the light is inverted in the bump map only in the red channel. The sun comes from one side, for example the left side, and the normal ones illuminate the right side. Curiously the normals illuminate well top and button side. I am not sure if that also happens with max 2012 plugin.
 
@Tuttle: I give you a new report/bug .... Using the Bump spec map T1 Stamp Vertex shader with Billboard trees working correctly but the light is inverted in the bump map only in the red channel. The sun comes from one side, for example the left side, and the normal ones illuminate the right side. Curiously the normals illuminate well top and button side. I am not sure if that also happens with max 2012 plugin.

Sounds like you have to invert red channel in photoshop. It's always trial and error for me because not all renderers have the same normal standards...
 
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Does this work in 3D Studio Max 2019.3?

Does instanced objects work with rFactor 2?

Do I need separate collision meshes for things like barriers?

Is there a beginner tutorial somewhere, or does anyone plan to make one?
 
Does this work in 3D Studio Max 2019.3?

Does instanced objects work with rFactor 2?

Do I need separate collision meshes for things like barriers?

Is there a beginner tutorial somewhere, or does anyone plan to make one?

I used these videos to get me started:
They are older, but as far as I could tell, correct.
This is also useful: https://docs.studio-397.com/developers-guide/tracks/track-art

About other questions; as far as I know, instances are not possible in rFactor 2, but I'd love to be corrected on this. Collision meshes you can make if you want to. I don't know when would it be required performance-wise... And the plugin should work in 2019, usually they are forward compatible, but I haven't tested it yet.
 
Yes. The GMT contains all the data(location,etc), so it's necessary.
Thanks! I thought this is what roberteker was asking as well. I myself spent some time trying to figure out how to export one mesh that is then referenced on different positions.
 
One huge combined mesh is not ideal for rFactor2. the way you do it is you create the instance in the scene file and the individual meshes inside that instance container. The performance is a lot more optimized this way than trying to export 1 huge mesh as an instance.
 
I'm gonna try it here first. Not sure but for me the plugins are bugging.....

I've tried everything i could think of so far. Scenefile, do mesh, any combination i can make in the gmt converter.. also tried the example max scene files but i keep getting strange meshes when i export any 3ds object to gmt. For example in Max i have 8 face, 16 verts.. Nothing is opened in the viewer, in 3dsimed i only can see the model info which says something like 7654 face.With the example scene i get some wierd messed up mesh in 3dsimed, but again its not usable for anything as can be seen below.. The mesh is completely collapsed in itself with no world position info in it anymore.

I really really hope i'm doing something wrong here cause i was so glad to finally be able to really get into track modding, but so far i cant get anything in game cause of this....

export.jpg
setting.jpg
 
I'm gonna try it here first. Not sure but for me the plugins are bugging.....

I've tried everything i could think of so far. Scenefile, do mesh, any combination i can make in the gmt converter.. also tried the example max scene files but i keep getting strange meshes when i export any 3ds object to gmt. For example in Max i have 8 face, 16 verts.. Nothing is opened in the viewer, in 3dsimed i only can see the model info which says something like 7654 face.With the example scene i get some wierd messed up mesh in 3dsimed, but again its not usable for anything as can be seen below.. The mesh is completely collapsed in itself with no world position info in it anymore.

I really really hope i'm doing something wrong here cause i was so glad to finally be able to really get into track modding, but so far i cant get anything in game cause of this....

View attachment 21941 View attachment 21942
If I'm looking at that second image correctly, your object has no name, so that could be a problem.
 
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