Build Release Notes for Modding

Discussion in 'Modding' started by Alex Sawczuk, Jun 5, 2020.

  1. Alex Sawczuk

    Alex Sawczuk Member Staff Member

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  2. dylbie

    dylbie Registered

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    Many, many thanks for this @Alex Sawczuk

    In my opinion, this is possibly the most significant step for the rFactor 2 modding community in the whole 7+ years it has been released!

    Over the last few years I've watched almost all of the old rF1 modders swap over to AC because modding is so much easier there. rFactor 2 is notoriously difficult to mod and at no point does any step seem simple. I had my doubts about a year ago that Studio397 had forgotten about the modders, but now finally we are getting some help and tools to make the process in rFactor2 easier.

    The new headlight tool is going to be massively helpful and will avoid the whole process of guess work and going back and forth multiple times to get them set up properly.
     
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  3. Alex Sawczuk

    Alex Sawczuk Member Staff Member

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    Well I was a modder in a different life ;)
     
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  4. Leonardo Nogueira

    Leonardo Nogueira Registered

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    The Material, texture and converter was updated 06/06/2020... This is already something to do with the new materials?
    Thanks!
    upload_2020-6-8_1-7-18.png
     
  5. t0p5ecret

    t0p5ecret Registered

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    Great to see Alex thank you!
     
  6. Alex Sawczuk

    Alex Sawczuk Member Staff Member

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    Plugins are rebuilt every build, doesn't mean anything changed.
     
  7. Juergen-BY

    Juergen-BY Registered

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    A list/doc about all available shortcuts wich can be used with ModDev would be very helpful.
     
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  8. evi

    evi Registered

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    @Alex Sawczuk , Sorry to maybe taking this a bit off the road, but are there any plans to migrate (or create additional) tools to work outside the 3D MAX? In Blender for example. Autodesk recently changed their licensing policy and now it is almost impossible to get student version. Blender GMT export plugin would be extremely helpful for modding community. The plugin can be found here on forums, but more info from someone on the "inside" would go a long way to make it feasible. Or maybe gJed revival is in order?
     
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  9. Alex Sawczuk

    Alex Sawczuk Member Staff Member

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    We hope to move to an FBX Importer solution long term, as this will be platform independent. I do not have a timeline on this though.
     
    evi, FuNK!, Corti and 3 others like this.
  10. evi

    evi Registered

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    FBX Impoter - do I understand correctly, that it will be basically something like gJed (maybe built straigt into devmode). The idea would be to do mesh creation and UV mapping "outside" and then import FBX do material mapping in devmode ?
     

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