roberteker
Registered
It seems not much has actually changed. I used some old tutorials and they worked fine. I exported scene directly from max to rF2 and managed to get lots of features working (billboards, sectors, night lights, pit lights...).
There's some info on new techniques here: https://docs.studio-397.com/developers-guide/
It seems new max plugin has some bugs, but I haven't had the time yet to test the latest version.
That link contains very minimal information. On material naming, for example, what is a "TDF prefix"? It also doesn't mention that you need one huge multi-material for everything (I got that from an error message).
I followed this tutorial on Youtube, which I found to be the most complete one so far, but it breaks down at step 7 here, since gjed isn't a part of the Steam version of rFactor 2:
So I do not know how to define starting positions and sector for timing, pit lanes, etc. etc.
The first page of this thread mentions not to delete the xsector, xpit, xfinish instances, but the plugin automatically does that. Also, I see some special properties in the Jonesville scene file there, and there's a similar field in the plugin UI, but unsure how to exactly enter the information.
I'm guessing I can create those objects in Max, but can they be dummy objects, or do they need to be a mesh with materials on them?
Still missing, I think, is start positions and corresponding pit boxes, and I don't even see that in the Jonesville example scene file, so are those defined somewhere else?
Last edited: