Exporting GMT

Discussion in 'Car Modding' started by chogger, May 28, 2012.

  1. chogger

    chogger Registered

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    I am trying to convert a GMT from rfactor 1.
    All my materials are Cube map lerp alpha reflect T1 except the wccarbody.

    When i hit the GMT Output Button the progress stops at 50 % and then nothing happens.

    See my materials:
    http://www.chogger.de/desk.png
     
  2. tommy86

    tommy86 Registered

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    I never tried eith max2011, but with 2010 and 2012 I can do it without troubles ;) Are you using latest gMotor plugin?
     
  3. chogger

    chogger Registered

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    Thanks tommy, found the error, i hat to reasign the gmotor material after switching from rf1 to rf2 coreshader...
     
  4. tommy86

    tommy86 Registered

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    Nice ;) We wanna see your work now ehehe :p

    Cheers
     
  5. chogger

    chogger Registered

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  6. tommy86

    tommy86 Registered

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  7. Punch

    Punch Registered

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    Need help with the gMotor plugin . When i try to import a .gmt file I get the materials menu and 3DMax stops responding ................any tutorials around?

    Regards Punch
     
  8. Devin

    Devin Member Staff Member

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    How about... waiting? Somehow, it took me some hours to import a low poly F1 car... Sometimes it just takes seconds, dunno y.
    rF1 coreshaders and plugins installed? Latest importerscript?
     
  9. Punch

    Punch Registered

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    Do you mean wait it even if I have "3DMax has stopped responding" ???

    OK Just found this......
    Using MAS Utility (available via ISI website above), unpack and copy the contents of rFactor's file, coreshaders.mas, into your 3ds Max hardwareshaders directory/folder.

    A step I haven't done but when I try Mas utility reports "unkown MAS key" ?
     
    Last edited by a moderator: Jun 11, 2012
  10. Devin

    Devin Member Staff Member

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    Because you shouldn't unpack it, just drop the .mas there! Also, when importing an rF1 car, you need the rF1 max tools and the rf1 coreshaders.mas. Save the imported car as .max file, switch to the rf2 tools and then open the .max. You may have to reassign the correct shaders, but everything's finished then!
     

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