DevMode track suggestions (for car testing)

Discussion in 'Track Modding' started by thoraxe, Jul 2, 2018.

  1. thoraxe

    thoraxe Registered

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    Looking for a track that's easy to put into DevMode that isn't Joesville.

    I tried Road Atlanta but ran into some issues (messaged the track creator about it).

    Any other tracks that people have been successful with DevMode?
     
  2. lonestar29

    lonestar29 Member

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    I am using Toban(short).
    Just need to build a folder structure in ModDev/Locations folder... and extract the appropriate mas files.
    Important that you check that your folder names are matching whatever is in the SCN file for the track.

    upload_2018-7-1_18-49-51.png

    NOLA used to be in DevMode in past... so that could probably be easily moved over.
     
  3. Bernd

    Bernd Registered

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    You can put every mod into devmode.
    And it's always the same procedure, no matter if it's a track or a car mod.
    You always have to check that the folder structure and the search pathes in the scn or gen files matches each other.

    And if you could not get road atlanta working, you have made something wrong.
     
    Last edited: Jul 2, 2018
  4. woochoo

    woochoo Registered

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    on a technical/theoretical note, it's good to have recent official content as a track in devmode so you can compare/verify colour tones/materials in a "correct" environment. That's not to say unofficial content can't look good or be a suitable test environment, but having official content as a backup for that purpose seems like a good idea :) Also following any written guidelines for textures and materials.

    Also, probably testing on some smooth and some bumpy tracks might help get a feel for suspension/tyres/ffb settings.
     
  5. thoraxe

    thoraxe Registered

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    @Bernd not sure what I've done wrong with Road Atlanta then. Details below:

    Code:
    Erik@DESKTOP-CI7QJMJ  /c/Program Files (x86)/Steam/steamapps/common/rFactor 2/ModDev/Locations
    $ ls -l
    total 6118
    -rw-r--r-- 1 Erik 197121    3808 Sep 16  2017 FarSun.gmt
    drwxr-xr-x 1 Erik 197121       0 Sep 16  2017 Joesville
    drwxr-xr-x 1 Erik 197121       0 Jul  1 20:17 RoadAtlanta2017
    ...
    
    Code:
    total 1800
    drwxr-xr-x 1 Erik 197121      0 Jul  1 20:17 Assets
    -rw-r--r-- 1 Erik 197121  21576 Jul  1 19:13 ROADATLANTA.TDF
    -rw-r--r-- 1 Erik 197121 541042 Jul  1 19:13 RoadAtlanta2017.aiw
    -rw-r--r-- 1 Erik 197121  32638 Jul  1 19:13 RoadAtlanta2017.cam
    -rw-r--r-- 1 Erik 197121   8985 Jul  1 19:13 RoadAtlanta2017.cin
    -rw-r--r-- 1 Erik 197121   3683 Jul  1 19:13 RoadAtlanta2017.gdb
    -rw-r--r-- 1 Erik 197121  82618 Jul  1 19:13 RoadAtlanta2017.scn
    -rw-r--r-- 1 Erik 197121 349680 Jul  1 19:13 RoadAtlanta2017SMICON.dds
    -rw-r--r-- 1 Erik 197121 251036 Jul  1 19:13 RoadAtlanta2017THMB.tga
    -rw-r--r-- 1 Erik 197121 240742 Jul  1 19:13 Roadatlanta2017_loading.jpg
    -rw-r--r-- 1 Erik 197121 290027 Jul  1 19:13 Roadatlanta2017_loading2.jpg
    
    Code:
    Erik@DESKTOP-CI7QJMJ  /c/Program Files (x86)/Steam/steamapps/common/rFactor 2/ModDev/Locations/RoadAtlanta2017/Assets
    $ ls -l
    total 244
    drwxr-xr-x 1 Erik 197121 0 Jul  1 20:17 ANIMs
    drwxr-xr-x 1 Erik 197121 0 Jul  1 20:17 GMTs
    drwxr-xr-x 1 Erik 197121 0 Jul  1 20:17 MAPs
    
    From the .scn:

    Code:
    SearchPath=.
    SearchPath=RoadAtlanta2017
    SearchPath=RoadAtlanta2017\Assets\GMTs
    SearchPath=RoadAtlanta2017\Assets\MAPs
    SearchPath=RoadAtlanta2017\Assets\ANIMs
    
    MASFile=COMMONMAPS.MAS
    
    Here are the MAS files from the mod:

    Code:
    Erik@DESKTOP-CI7QJMJ  /c/Program Files (x86)/Steam/steamapps/common/rFactor 2/Installed/Locations/RoadAtlanta2017/1.10
    $ ls -l
    total 230237
    -rw-r--r-- 1 Erik 197121    670058 Jul  1 20:13 RA.mas
    -rw-r--r-- 1 Erik 197121   4218147 Jul  1 20:13 RA_ANIMS.mas
    -rw-r--r-- 1 Erik 197121  34426689 Jul  1 20:13 RA_GMTS.mas
    -rw-r--r-- 1 Erik 197121 196441026 Jul  1 20:13 RA_MAPS.mas
    -rw-r--r-- 1 Erik 197121       570 Jul  1 20:13 RoadAtlanta2017.mft
    
    I unpacked those into the various folders above. When launching the track in DevMode, I get the following error:

    Code:
    Error getting stats for texture LAMPS_WHITE.DDSError loading texture LAMPS_WHITE for material LAMPS.
    
    Digging into the files I cannot find any reference to LAMPS_WHITE.DDS unless it is some texture/material applied to a GMT or something. In any case, there's no LAMPS anything in the MAPs folder (which is where all the DDS came out of the MAPs MAS file).

    Is it possible that the track is broken in DevMode but still works in the actual game?
     
  6. McFlex

    McFlex Registered

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    The easiest way to get a track into DevMod ist just to copy all .mas files from the "Installed" folder into a folder in the "/ModDev/Locations" folder which has the same name as the .mas file which has the .gdb files an such included. And if the .tdf file is not included in that .mas file you have to extract in from the respective .mas file an put it also in that folder.

    upload_2018-7-3_17-42-42.png
     
  7. thoraxe

    thoraxe Registered

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    That did the trick! Thanks.
     
  8. Bernd

    Bernd Registered

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    @thoraxe I can not decide what you have made wrong, without having your devmode folder of road atlanta here on my machine.
    But one thing is clear.
    If the track works in the game, but not in devmode, you have not properly "installed" it in the devmode.
    And the error message that you get, indicates that the folders, that contain the extracted files, are not linked properly in the scn file.
     
  9. thoraxe

    thoraxe Registered

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    Yeah I dunno what to say. The unpacked track throws errors. Just copying and renaming the folder as @McFlex suggested did the trick and it works. I also was able to hack my way through the body shader. So now I can start developing a skin for my SC300/JZZ30/Soarer as well as continue to edit the physics in a car that's not glowing :)
     
    McFlex likes this.

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