Hi, anyone got any tips or maybe usefull threads how to put mesh in to spinner, i tried to output that (preview from different engine) to check how gmotor materials work, but it didn't show up i followed official car modding workflow tutorial on isi page, export went fine, i change all file names as instructed in manual, I updated paths, but there is nothing in car picker except two rtrainers
Ok so i had a little breakthrough and managed to get it into devMode, exploring shaders slowly and they are way much different to what i got used to, got my Normal map working, tire is a bit high on polygons at the moment around 4K with rim but it's just test asset, there is still room to cut around 20-30% without sacrificing much on quality, specular is a bit weird at the moment i hope will figure it out with time...
All I can say is WOW - and maybe I remember that Devmode is somehow different in terms of shaders as the final result - but maybe I am totally wrong.
Yeah i'm pretty sure it is different in terms of lighting but haven't been there with my asset yet, and i'm actually looking for better way to preview model than that if such existing.
For my Max poly I got to 48,000, but I had intended (if needed) to optimise that. i have a normals layer yes(rivets) Mine was an exploratory development, to some extent. I started by modelling low poly then using mesh smooth to obtain higher LOD's, so I already have my low poly's. Different from re topo method. Not sure if this is the best workflow or not with regards to UV unwrap. Organising your poly budgets also depends on how complex your models feature structure is. My model has a chassis framework with low poly tanks etc, my intention was to eventually cut the body parts off for debris. again not sure if this is right way. rFactor2 needs clear, concise documentation. Stumbling block number1-cube in spinner. Kristoff helped with this, by sending me a working cube, I had no luck with the tutorial.
Hi thanks, max 48k that is low, did you test run it with full grid how that affected performance? Other question is: does converter exports hierarchy linking?
I ran it with, i think at least 12 cars no probs. I dont remember exactly how many i tried. Make sure your pivots are correct, export all your named assets. then tie it all together in your code structures in rF. (basically) no linking in max for vehicles, hmm, i think the driver though. read ALL docs at least once, BEFORE you start, that way you can get some idea of the capabilities of the engine and be able to make some plans and inroads. Examine existing assets. Search these forums. Keep your posture correct, remember to eat, exercise etc We are human even though you may, to some extent 'become' this racing car.
The exporter not support hierarchy linking, when export various separate objects be sure they have all their pivots in 0,0,0 in world (absolute) except wheels.
ah yes, heh, my bad, it's been so long. pay2021 is correct. rF has a tool for setting suspension pivots
looking great, Don't know if you saw this video on youtube: this is the Recreated version hope it helps
Zonder is helping in this http://isiforums.net/f/showthread.php/9400-GP79-conversion-with-permission/page43 now