Bare minimum to get track into rf2?

I'm not sure you can alter the place of the textures, they should just go into ..\assets\maps
You also didn't fully supply the path to that folder in your scn file.

I'd say clean up your paths in the scn file, get all joesville stuff out of there and your folder structure as of now it only confuses you probably.

Also maybe this line:
SettingsFolder = Joesville Speedway

In the gdb file also needs a reference to your own track
 
OK. I decided to completely start over and document in excruciating detail what I am doing because something is not right. This may also serve as a visual guide of sorts to others as well...

Step 1 - Import KML via ImportGeo

http://www.mediafire.com/view/jvrexh808ajerqe/ImportGeo.png
http://www.mediafire.com/view/vva6y7qbjic0r7y/SelectKML.png
http://www.mediafire.com/view/7zhebfiqh8380vt/KML_imported.png

Step 2 - Make track via TrackMaker

http://www.mediafire.com/view/tmob5gnkbjijw4z/StartTrackMaker.png
http://www.mediafire.com/view/dqd4j9lxrg7ari8/PickCenterLine.png
http://www.mediafire.com/view/y8w5o2olretd2hb/PickCenterLine2.png
http://www.mediafire.com/view/p1tfjr9sh42h409/CreateTrack.png
http://www.mediafire.com/view/t3dvhp3ug0rbg3t/CreateTrack2.png

Observation/Question #1 - This track is a point to point track. Is something special required to keep from crashing rF2?

Step 3 - Assign materials

Note: I originally mapped all materials required by Real Road per track technology document, but for this round I am deliberately applying one texture only to keep failure points to a minimum.

Step 3a - Open Material Editor --> Click Standard button --> Select Multi/Sub-Object --> Select Discard Old Material

http://www.mediafire.com/view/5h84mx8y8unjrn8/OpenMaterialEditorMultiSubDiscardOldMaterial.png

Step 3b - Rename parent material

http://www.mediafire.com/view/zaz96ef6d1qyz1f/RenameParent.png

Step 3c - Set number of materials to 1

http://www.mediafire.com/view/28x3jiu494wzzgc/SetNumberOfMaterialsToOne.png

Step 3d - Click on Material #47 under Sub-Material --> Click on Standard button --> Select gMotorMaterial --> Click on Map #1

http://www.mediafire.com/view/8dr7or85t8b1da1/ClickOnMapNumberOne.png

Step 3e - Click on None under Bitmap, select Track_main.dds and rename "sub_material_texture"

http://www.mediafire.com/view/c2q4s0l5xu552or/ClickOnNoneUnderBitmap.png
http://www.mediafire.com/view/t7h92ti6qic1b4f/SelectTrackMainDDS.png
http://www.mediafire.com/view/5mkhsr5qcp6835l/RenameSubMaterialTexture.png

Step 3f - Rename Material#47 road_sub_material

http://www.mediafire.com/view/d2y880ssmhuopzu/RenameMaterialNumber47RoadSubMaterial.png

Step 3g - Select all objects and assign material to selection.

http://www.mediafire.com/view/kxww9l6qhar683w/SelectAllAndAssignMaterialToSelection.png

Note: Material is black so I decided to render the scene to see if there is a clue and received the following UVW warning:

http://www.mediafire.com/view/xms5l58b23kn5n2/UVW_warning_upon_render_request.png

... so I opened TrackMaker and click CREATE MAPPING under UV mapping. Then I remembered I forgot to 'PICK TRACK' so I clicked that button and then CREATE MAPPING again.

http://www.mediafire.com/view/dm3j3cuk5tvt25j/PostUVMapping.png

But track is still black but I decide to see what happens when I render and I no longer get the UVW warning but all I get is a black box:

http://www.mediafire.com/view/a652e2xq2bothzf/RenderBlackBox(2).png

So I am going to stop here for feedback because it may make sense to make sure that I have Max setup properly because something appears to be amiss regarding textures. Note also that I was unable to successfully import Transfagarasan using GMT importer v2 but Mario was able to so that is more evidence that something may be wrong with my Max installation or configuration. Please advise. Thanks.
 
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Looks like that worked. Thanks.

http://www.mediafire.com/view/aehdje111yi6har/SeeMapsInViewPort.png

Step 4 - Create xObjects and pitObjects

http://www.mediafire.com/view/mcrha99s26x79au/Create_xObjects_and_pitObjects.png

Step 5 - GMT Converter v2.52n

http://www.mediafire.com/view/361j05cq08v4j12/SetGMTOutputDirectory.png
http://www.mediafire.com/view/wu1xdjnsu6bx8i7/ConversionSuccessful.png
http://www.mediafire.com/view/j3v89cr7ytrcblt/SceneFileOutput.png

Weird, I was confirming timestamp of output files and realized I did not have all objects selected as only xfinish.gmt was updated. So back in Max I selected all and Clicked DO MESH and it told me Track_3 had no texture coordinates, even thought the first time it didn't but track_3 WAS in the updated scene file but anyway I expect this is UVW so I used TrackMaker UVW mapper and then re-exported scene and GMT after select all objects. Now all files are updated.

Step 6 - On the file side, I am going to use my existing files from last attempt but replace scene and double-check all files. If that fails then I will re-create all files and folders from scratch and take screenshots of everything, etc. But for now, let's see if it works! FYI I also cleaned up all extraneous files, such as old GMT versions and scene files even if they had different names just to be sure.

OK, so I am still locking up in Dev mode. The track loads, my wheel turns all the way to the left and I see myself in the Skippy and the road in front of me but I am completely locked up and have to kill dev mode with win 7 task manager.

So, like I said above this is a point to point track so not sure if that means anything. Also, I left all the x and pit objects at their default locations and applied same material to them as the road. The objects seem to be out of order and xfinish is exactly at the beginning of the track_3 object so my guess is that you would want several feet of track then xpitin then xpitout then xfinish (assuming this is actually the start) then xsector 1 then xsector 2 then another xfinish? Please advise or I will go head and move these objects tonight when I am home from work and see if that has any affect.

Thanks again for all the help.

P.S. - Mario your GMT material tool says to drag the file to view port to install but it won't let me do that. Thoughts?

Thanks again :)
 
To install gmattool run the script (not zip file) go to maxscript menu. After that need to install the button like trakmaker (mmtools)
 
Need help please. I am stuck and cannot get a track to load into dev mode. The last thing I have tried is to create a circuit layout instead of point to point.

Here is my ModDev folder --> https://www.mediafire.com/?58g8o1s5kbykltd

Here is my .max file --> http://www.mediafire.com/download/olham9obskpouum/park_road_max_v2.max

How hard can it be to get six objects with one material to load into the game?

The only thing else I can say is that when I set the sub-material id the objects turned red.

Would it be possible for someone to send me a .max file and moddev track folder that I can use as an example and also try to export and load for process of elimination? Or if you are able to successfully load my .max file and/or load my moddev folder to dev mode.

Anything would be better than the current process of trying to figure this out because I am getting nowhere currently. Or anything else you guys can think of but I am just thrashing ATM.

Many thanks in advance.
 
Need help please. I am stuck and cannot get a track to load into dev mode. The last thing I have tried is to create a circuit layout instead of point to point.

Here is my ModDev folder --> https://www.mediafire.com/?58g8o1s5kbykltd

Here is my .max file --> http://www.mediafire.com/download/olham9obskpouum/park_road_max_v2.max

How hard can it be to get six objects with one material to load into the game?

The only thing else I can say is that when I set the sub-material id the objects turned red.

Would it be possible for someone to send me a .max file and moddev track folder that I can use as an example and also try to export and load for process of elimination? Or if you are able to successfully load my .max file and/or load my moddev folder to dev mode.

Anything would be better than the current process of trying to figure this out because I am getting nowhere currently. Or anything else you guys can think of but I am just thrashing ATM.

Many thanks in advance.

try open in viewer..

open in viewer
http://www.mediafire.com/view/ir7975y3w8wwdyi/GRAB_002.JPG

I can't open your max file. i have max 2010

EDIT:
The track open in devmode but the car falls because don't have terrain or road in position 0,0,0 (X,Y,Z)

EDIT2:
Need to hide the Xobjects (no Render) and uncheck (HAT)
 
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Thanks. So under Display | Hide click on 'Hide Selected' button? Where to uncheck HAT? Also I am struggling with UVW. When I render I get warnings for (UVW 2) track_1 and (uvw 3) track_1. Is there a tutorial that will show me EXACTLY how to setup uvw? Thanks.
 
Thanks. So under Display | Hide click on 'Hide Selected' button? Where to uncheck HAT? Also I am struggling with UVW. When I render I get warnings for (UVW 2) track_1 and (uvw 3) track_1. Is there a tutorial that will show me EXACTLY how to setup uvw? Thanks.

maybe is better use the other thread.
 
Thanks. So under Display | Hide click on 'Hide Selected' button? Where to uncheck HAT? Also I am struggling with UVW. When I render I get warnings for (UVW 2) track_1 and (uvw 3) track_1. Is there a tutorial that will show me EXACTLY how to setup uvw? Thanks.

I've said it multiple times now, get some basics down, it'll save you tearing your hair out, really.

These guys are epic in explaining stuff in a clear, non condescending, funny, understandable, moderately paced, way, and back in the day
at a certain point I've just watched tutorials because I had a great time watching them after I stopped learning from them. Especially the earlier
work with Jason himself narrating are pieces of tutorial art. He always paired up with another pro but he would take on the role of people
watching the tutorial trying to ask the same questions you would/could have.

http://www.3dbuzz.com/training/topic/3ds-max

When this isn't enough some google search keywords:

UVW Mapping tutorial
UVW Unwrap tutorial
Spline mapping tutorial
3dsMax fundamentals tutorial
3dsMax Basic modelling tutorial
 
Last edited by a moderator:
I've said it multiple times now

Sorry to say but I find this to be very abrasive as it implies that I am not listening to you and also that I am not doing my part. For the record I have spent countless hours watching tutorials (including 17 from thenewboston) and also searching for the answer to this specific UVW question. I have also gone as far as to screenshot every step I have taken and have also spent hours trying hundreds of combinations of things and attempting a futile process of elimination. So I am offended by your dismissal of the possibilty that I am pulling my weight.

The truth is that there is a clear solution to this that someone that is helpful has explained very clearly to me. This solution is not in any tutorial that I have seen and is certainly quirky enought that most would give up before discovering it.

And this is exactly the type of thing where experienced modders can help with instead of telling people to watch tutorials and search Google and pay better attention. That is worthless advice, especially to anyone like me who has potential and is trying to turn over as many stones as possible to find the answers and so by definition that advice is 100% useless to anyone.
 
Fair enough, no useless advice anymore then.

Next time you're experiencing this kind of trouble getting anything figured out, feel free send me a pm with your skype tag so I don't have to rub you the wrong way linking to tutorial sites. It'll probably save time and frustration at the same time.
 
Sorry to say but I find this to be very abrasive as it implies that I am not listening to you and also that I am not doing my part. For the record I have spent countless hours watching tutorials (including 17 from thenewboston) and also searching for the answer to this specific UVW question. I have also gone as far as to screenshot every step I have taken and have also spent hours trying hundreds of combinations of things and attempting a futile process of elimination. So I am offended by your dismissal of the possibilty that I am pulling my weight.

The truth is that there is a clear solution to this that someone that is helpful has explained very clearly to me. This solution is not in any tutorial that I have seen and is certainly quirky enought that most would give up before discovering it.

And this is exactly the type of thing where experienced modders can help with instead of telling people to watch tutorials and search Google and pay better attention. That is worthless advice, especially to anyone like me who has potential and is trying to turn over as many stones as possible to find the answers and so by definition that advice is 100% useless to anyone.

I completely agree with you. Not only for this. In the other thread you open where you explained that you were starting and were asking for some help about general procedures.

The answer wgeuze gave to you was completely unacceptable IMO for discouraging. After reading his wise advice, I think many people would have given up. Since he had to suffer a lot to learn, everyone needs to go through the same painful process. I don't agree with that and have always criticized the official way track building is supported. Tools like btb and 3dsimed are excellent tools to start with track building. You'll learn the basics much faster and will be able to start enjoying your creations which will probably give you the required extra motivation to keep on the tough learning process.

You decide the way you take. Good luck!!

enviado mediante tapatalk
 
Hi guys, my track works on DevMode but afer the package the game CTD when the track is loaded 100%. There is not any error messages, just about RFactor2 stopped working. Any idea?
 
Now i'm having another problem. I have some trees in front of car. When i move the steering wheel the phantom trees also move. I deleted all trees instances from the scn but they still are there.
 
Maybe some material name conflict? Try to rename your tree material and re-export.

Cheers!
 
Maybe some material name conflict? Try to rename your tree material and re-export.

Cheers!


Fixed. It was visgroup in scn. Now another problem....LOL....they are 2d trees and are invisible at some angles. When i drive the correct way i cant see the trees, but if drive the wrong way i can see all. ???
 
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