i was a track builder for rf1 using 3dsimed and such. with rf2 i have for the past 3 days have tried to convert one of my tracks and i have had no luck. isi have said the files would be similar i can see that they are but the problem is getting it into rf2 some of us are not experts like others i have heard of one that has a tool that lets you load rf1 in max and then saves the files in the right format for rf2 but he will not release this(why he said crappy tracks) well thats his opinion but there should be a way to convert tracks easier than going though all the files to change materials just my opinion we need some help here some of us do
Well if you have specific question just shoot. You'll find some people here are perfectly willing to help you out. Properly "converting" a rF1 track isn't just checking the materials for errors though, if you intend to add the added rF2 features you'll have to put in some "proper" work anyway.
right now im trying to inport the Joesville into 3ds max and go from there maybe adding my track that way( i did make a backup copy) so while this is loading in 3ds max it takes forever it seams like
Importing an entire track will take a while. It will almost look like max has froze. If your comp isnt the greatest, it can take a long long while. The gmt importer isnt the greatest but its all we got. I have most of my stuff already in max but a few of my orig tracks I will have to import. Not looking forward to it. There are more then enough tutorials out there to get you start. My Youtube channel is full of them. Not sure why your wasting your time importing Joesville when they already gave us part of it setup for rf2. Start by importing your track mesh with the infield, walls, etc. Leave the TSO's out for now just so you only have to work with a few gmts to get in game. Getting gmts in game is exactly like getting them into rf1.
if you turn the "proper smoothing" off and use the "no smoothing" in the importer the track will import a lot faster, once imported if you open the listener in max (F11) you can use it to set up the materials as it lists the specular, transparency and two sided information, finally you can open the track in 3dsimed and use the edit material feature to make sure that your shaders are set the same, to estimate how long this will take you should allow a few minutes for each material that needs setting up (less if it's just a basic T1 shader) That's just the start but will allow for the most basic conversion of an rFactor track, setting up realroad adding reflections, animations and any other new stuff will take more time and some will only be possible once ISI release the tools/info to do so.
ok here is the question then when i import a rf1 track into 3ds max i use the rf1 tools i can do that and i save the 3ds max file so i have the track in 3ds max my question is i switch to the rf2 tools then load the 3ds max file right , am i correct so far. as to do what next is the confusing part what textures to change too adding the new stuff
the importer triangulates the meshes too, which makes increasing the resolution of meshes difficult. if you dont have the original source files a good conversion bringing it upto a reasonable quality is impossible for the majority.
Import, fix all your dx9 issues (theres always a bunch) then save. Swap over to rf2 plugs, and open max file again. As for what textures, were all learning that. Maybe not Alex he cheats
Oh **** I had the rf2 plugins shaders already loaded when I imported Zolder, I got to 275 of 393 textures that need to be reassigned again with the new shaders..lol Now I have to start all over again by loading up the rf1 shaders first then import it and fix the textures there first before swapping to rf2 shaders. Wish I would have known this first and having to redo that many textures is hell..lol
With the plugin, if something is set to T1, it tends to import as Cube Map t1 add t3 lerp your mom t4 vertex non alpha food. Then you have to go in and change each one back to T1 unless someone manages to fix that. SJ65 It might still work, but I have no idea. I just assumed rf1 gmts would need the rf1 stuff installed in order to get everything imported correctly. I attempted to load an rf2 file with rf1 plugs and it yelled at me. Max can be so rude sometimes.
you need to edit the import script so it imports all of the gfx files (and they're in alphabetical order)
hey alex or whoever, can we have a walk through of the process of importing an existing GMT from the front door... --- do we have to modify the script and if we do then what needs changing? i currently get an integer conversion error when i try to import one of my own gmts that works in rF2 and was built for rF2...
Quick related question: Is there any way to convert existing rF1 tracks "as is" without using 3ds Max?
OK freew67 how about for an rF1 GMT then? I'm not following the process that's all. So would like some advice (i.e. the steps) that people know to work. Cheers
Jotgen- not right now that I know off. Simon Cowell- first put the gmt import script into your max/scripts/startup folder make sure your tex and gmts are in the same folder click on utilites/maxscript/utilites dropdown to gmt 2 importer select gmts or entire folder to import wait then enjoy...