Any chance of a framerate cap for gJED? I've just started with some very basic track objects and am getting terrible coil while from my graphics card (with the Joesville example my framreate is between 250 and 350).
1. One thing I noticed was that when you save your project into gmenv it doesn't remove old materials from the gmenv that are no longer used anywhere. For example if you load a completed car with no gmenv you get less materials listed in the materials list than you get if you load with a gmenv that has been used from the start. For example when I load my car into gjed I get 8 materials less if I load a clean fbx (it reads the materials from the fbx). If I load from gmenv I think it lists all materials from gmenv I've ever assigned and some of those are not used anymore. So it would be nice if gjed either dropped these unused materials automatically from the list or had a button to purge old unused materials from the list (call it something like "verify list of materials from fbx" for example). I mean, you can avoid the issue by starting from scratch and reassigning all materials to your finished fbx but that is super tedious work. OR can you just make the unused materials as "no texture"? 2. Also one other thing I've wondered is that why is the gmenv file not readable in notepad? If it could be edited with notepad it would allow lot more flexibility for these kinds of situations. It would be faster to remove materials manually from the gmenv than it is to reassign every material manually when starting without gmenv just so you can generate new gmenv. It would also make it super easy to separate one fbx export into multiple ones when you could just copy paste stuff from one file into new ones to create smaller gmenvs for partial exports. 3. Is there a way to temporally hide some meshes inside gjed? For example let's say I've exported fbx with two objects and materials into gjed and one mesh is blocking the other one. Can I hide one of the meshes just so I can see the other mesh and set its material properties? Then turn it back on when I want to see it again? 4. I also noticed that gjed only allows accuracy of inputs to 0.0x. But in rf2 devmode you can edit 0.00x. That may not sound like much but for example this chrome shader I'm using would need that 0.001 accuracy to work correctly. This would be nice. My GPU is screaming flatout too everytime I use gjed. I don't know if there is any downside for gjed to having a fps limit but a default 60 or 120fps limit would be nice even if you could not adjust it yourself.
Yeah this would be nice, also animation support for things like start lights. As of now modders still can't fully rely on gJED and it seemingly hasn't been updated in a year (exe modified September 2015), so I wonder if a developer is reading this thread anymore.
I use this to copy/import material settings or shaders that aren't in the list or import material settings from an existing .gmt. Those unused materials will be unused when you export the gmt's. So not a big deal... Only a longer material list to deal with. If it was up to me: Materials would only be removed from the .gmenv file if you click the delete button in the material list. (button doesn't work yet) The .gmenv file is readable with notepad. But its content doesn't make sense to me. If you want to changes things: always keep a backup of a good .gmenv file. you can use the LOD in/out to "hide" objects. Or tag it No-render. (untagging the no-render requires to reopen the project: that's a bug) Working with the LODs to temporary hide objects is a better methode. You can use the nvidia/amd profiler to frame cap gJED.
I think gJED will reach a great stage when (and if) it allows to check rain reflections, marbles and tyre marks on the fly. Currently we have to use Viewer (not very good) or DevMode to check those and it's not very handy when you have a bitmap editor working at the same time. In addition, an internal menu to turn on-off Visgroups would be also good.
I'm moving my models away from the 32x plug-ins to use 64x Max and later versions so I'm looking forward to when it does reach that stage. Just curious if other people are doing this also (using standard images in max rather than gMAT and the Shaders/plug-in ?
modding program of choice: View attachment 20687 to gJED: View attachment 20688 to dev mode: View attachment 20689
Nice car placement (Noddy car). I've seen a few posts from yourself with Maya and hearing talks that Autodesk might be dropping 3ds Max in favor of Maya. It's off topic I know but is Maya really that good and easy to use?
Well, Before the christmas holiday's last year. I didn't know what a vertex, diffuse map, normal map or UV was. At first i was experimenting with Blender. But i couldn't get the grip of things. So i've created a autodesk account as free student and downloaded 3ds max 2016. Watched a lot of tutorials and did some learning. But still I couldn't get the grip of things. During my youtube tutorial search i came across some Maya tutorials, so i downloaded Maya. Things started to make sense to me. 3ds Max vs Blender vs Maya: It really depends on what you like and used too. If you are used to 3ds Max, stay with 3ds Max. I don't think Autodesk will drop Max. The two are often used side by side. You can send you project to Maya from Max and from Maya to Max with 1 click. Maya is more more used for game development because of its animations. ==> https://www.youtube.com/watch?v=aaM7cRoaoX8 or https://www.youtube.com/watch?v=CxgExyCmIp8 Another advantage of Maya is Maya LT. It's a lite version of Maya. It still has all the features you'll need for game development. It's a low cost version made for hobby modders and indy game developers. Maya LT + Stingray game engine is available on steam for 37 euro's a month. You can bassicly make your own racing game. If i would like to make money from 3rd party DLC's. I would go for the 300 euro/year deal on the Autodesk website == http://www.autodesk.eu/store?origref=https://www.google.be/ But i'm not interested in making money, so a student license will do for me.
The issue I have is that I originally made a gmenv with all the parts and materials of the car. But after that I've taken several parts and materials and made them into separate gmenvs. There is a chance of material corruption I think because the old materials are still there even if nothing in the model uses those materials anymore. But those are still exported. I think I have some parts which don't work correctly inside the devmode anymore (can't change material settings on some materials because changing the numbers does nothing). Would be nice if the delete button worked. And it would also be nice to have some kind of indicator showing which materials on the list are not used on the model. You can open it but it is definitely not readable. It would make sense if it was readable . These work great! Thanks! .
Normally this is the way to go. So all object with a material have the the same material properties. For example if you have a "carbon" material, and you are using it on the rear fender, steering wheel and some other parts. The "carbon" material must be the same shader with the same properties. With 1 .gmenv file: if you change the carbon shader and/or properties: it will be applied to all those parts. With seperate .gmenv: you'll need to check if everything is identical. If you want this "carbon" to have different specular properties or cube reflections on the rear fender. You'll need to give it a different name "carbon2" in blender. It's always good to have a back up of a working situation. If you still have good .gmt's you can rebuild your material list from those: Here is the trick: - Create a test plane in blender with a "test" material. - export only the test plane to a .fbx - you know the .gmenv will have the same name as the .fbx - you know unused material won't be removed from the .gmenv - So "merge" your good gmt's. (You can select multiple gmt's at once") - Save the material list. - reopen the test plane and you'll have a fresh material list from those gmt's - Now you can remove the test plane and export your car. (The fbx must have the same name) - Open the fbx - Material names in blender must be the same as in gJED ofcourse. - object/instance properties need to be redone. It's a trick you can do if the .gmenv got broken or something is wrong. Atleast you don't have to reassign all textures and do all the material properties again. Some other tips: - Reset cache if you open an other scn, gmt or fbx project: Some things are saved in the cache and if you open an other project, things in the cache from the previous project will be applied. Maybe without you noticing it. - keep a back up of a good .gmenv. I copie them and give a name by date. So i can revert back. Reset cashe if you want to use an older gmenv version.
I was creating the relfections mappers. REFMAP0 is working fine. Refelctions on cars are OK. But the REFLECTEDENV isn't working. Should be simple for me: the track is flat as a pancake. It seems i can't choose the reflection mapper in the material. ==> Problem View attachment 20745 ==> should be View attachment 20746 And one other thingy after export: ReflectionMapper=REFLECTEDENV { Type=Planar TextureSize=(1024) UpdateRate=(30.000) StaticSwitch=(100.000) Pos=(0.000000,0.000000,0.000000) ==> Should be: TrackingIns=NULL ... ReflectionMapper=REFMAP0 { Type=Cubic TextureSize=(1024) UpdateRate=(30.000) StaticSwitch=(100.000) Pos=(0.000000,0.000000,0.000000) ==> Should be: TrackingIns=True ...
This happens many times with 3ds max exporter as well. I've been editing reflections and animation scn entries manually since day one.
Hi all. I'm trying to rename textures on a GMT using the jGED but the app keeps crashing all the time. Only getting half done and then have to start again because it's not saved. I'm on Steam so I'm guessing the app is the latest? Driving me up the wall. I can't move the object so I can see it in the view window without it crashing either.
If gJED crashes you're doing something that you shouldn't be doing. I don't know why you need to rename textures? You can replace textures with using the original name. You don't need gjed to do that... With a track in dev mode you can preview the replaced textures. Another thing: if you change something in a material from 1 GMT. You'll need to do this for all GMT's that makes use of that material. Anyway: To start fresh: Reset cache....
This is a terrible attitude to have; and you're not the first one on here to say this. What you're basically saying is that the software is perfect, and it's the user's fault. Ignoring poorly designed/implemented software, and putting the blame on the users instead of the software developers is inexcusable. This is a place to report bugs with the software; saying "you're doing it wrong" isn't helping out at all.
gJED is alpha v0.844 WIP software. So yes, it's poorly dsigned and implemented software. I'm not ignoring that. bug report: "the app keeps crashing all the time" isn't helping either... In my experience with gJED, if it crashed: it was my own fault... I did something gJED wasn't designed for, conflicting settings, ...