Help me write some basic gjed guides

Discussion in 'Modding' started by T1specialist, Jun 13, 2016.

  1. T1specialist

    T1specialist Registered

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    So basically this is my situation. I have a ready 3d model and textures but no idea how gjed works. Complete lack of information how it works is the issue. So I thought I could write some of these basic guides with the help of you. And while doing this also learn something myself. And of course make things easier for the next modder.

    Idea is to create something that allows people with no previous rfactor experience to jump into gjed and get to work on their models. My first step is to create these simple slides which explain the basic ui of the gjed (what does those buttons do) and we'll see how it goes. Ideally I'd like to have all the gjed interface mapped out this way.

    So what I'm asking is for you who know how it works to help me with explanations. I've written what I know there already but there is a lot I don't know. When I have all items explained we'll move to the next image. When each slide is then finished they could be uploaded to the gjed wiki (?). I'll collect your answers from this thread and update this first post as we go on.

    Here is the first slide. The materials window:
    [​IMG]
    When I have an explanation for each item we'll move to the next window.

    Explanations are here. I've filled all that I know but obviously I need your help with the rest. I'd prefer really long and in-depth explanations but we'll see how this goes :).
    1 go back to material list
    2 move to next material in material list
    3 name of the material. Comes from your 3d program.
    4
    5 name of shader you have chosen. T1 is the most basic shader. For car colliders you want to select "No Texture". For car paint shader there is "Car Paint With Damage". This is just a shortcut for the "Bump Cube Specular Map Add Alpha Reflect T1 lerp T2 Vertex Alph" shader and when you select it the latter is selected. This is normal.
    6 Chosen textures are filled here in these slots. After choosing shader these buttons become clickable. Click it to add a texture.
    7
    8
    9
    10
    11
    12 Adjust material shinyness
    13 Adjust material shinyness
    14 Adjust material shinyness
    15 Adjust material shinyness
    16
    17
     
    Last edited by a moderator: Jun 15, 2016
  2. Woodee

    Woodee Registered

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    Awesome buddy! :)
     
  3. Euskotracks

    Euskotracks Registered

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    Isn't there a wiki for gjed?

    Enviado desde mi ONE A2001 mediante Tapatalk
     
  4. T1specialist

    T1specialist Registered

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    There is but it doesn't cover the basics :)
     
  5. Euskotracks

    Euskotracks Registered

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    And shouldn't this info be posted there so that it does cover the basics?

    It is difficult to understand that several racing websites have better organized modding sections than the official forum of the most modded racing title.

    Most threads get buried by new ones. Nobody organizes and makes sticky relevant threads.

    GJED is quite new so it should be possible to at least have a good documentation about this piece of software.

    Enviado desde mi ONE A2001 mediante Tapatalk
     
  6. T1specialist

    T1specialist Registered

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    Yes, when these images are fully explained I'll try my best to get these guides there as well. I don't know who maintains the wiki or who should I contact (there is no contact information on the wiki and you can't register an account). I've never edited a wiki before but I'd happily give it a try and post these images with explanations (I'll make the images look better too). I'm happy if the owners of the wiki want to do it themselves too. Either way works for me.
     
  7. Woodee

    Woodee Registered

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    When you have prepared these guides, I'd recommend posting them in the Steam guides.

    You just need a Steam account with rF2, go to rFactor2 "Community" page, "Guides" tab and click the "Create Guide" button.
     
  8. Jokeri

    Jokeri Registered

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    And to the wiki too.
     
  9. Woodee

    Woodee Registered

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    Not just anyone can add stuff to the rF2 official wiki though ;)
     
  10. TwoHardCore

    TwoHardCore Registered

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    A guide will be most helpful to the laymen like myself. I've opened the editor a few times with the hopes of "converting" one/some of my AC tracks (← Reddit link)that I made with Race Track Builder to be able to race at them in rF2...alas I cannot even navigate in that program.

    Any tips you can provide to the community will be most welcome by me, and I'm sure others too
     
  11. Tuttle

    Tuttle Technical Art Director - Env Lead Staff Member

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    Hi guys,

    these things are not completely covered as they are basically same things you had with rF1 and rF2 3Ds Max plugin, and same variables you have with 3DSimEd.

    BTW, If you guys could collect what you think you'd need to know to start using gJED, we'll try to fill the official Wiki to cover these aspects (with a bit of priority).

    Just try to not exaggerate with too many things....or instead of a Wiki will be a boring and complex guide nobody will ever read. :D
     
  12. TwoHardCore

    TwoHardCore Registered

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    For me, as one who's not used the 3dsMax plugin for rF1/rF2, I need a lot more help than what is in the wiki. It seems like it's meant for folks who've already been modding for rFactor(s) for a while and who only need technical info's...? I can't/couldn't find out how to pivot (spin the world) in gJED, only move forward/back/up/down/strafe. I know it can be done but I don't know how to make it happen.

    I'd like to see a video if possible, taking an FBX file with a texture folder(s) and be shown how to get this track into the game (I'll even offer one of my RTB tracks for this purpose ;)). That would include telling what we need to save/export from the GJED, if we need to save in a particular file name or folder structure, etc. I know there is already info's about implementing Real Road, animations, marshalls, etc., but would also be nice to have some of that covered in here too.

    I think it'd be good to have a complete start (FBX) to finish ((RFCMP) tutorial, even if it covers more areas than you want to for a gJED document. Might save potential modders countless hours of searching for useful information. ;)
     
  13. Woodee

    Woodee Registered

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    and encourage new modders... like me! :D
     
  14. Drathuu

    Drathuu Registered

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    Id like to know as soon as i put deformable = True onto a second object in GJED it corrupts the mesh and combines it with others.. (Known bug) ?? OR something in my configuration.

    Happy to provide a video example, I just resort to applying it manually in the .SCN file now.
     
  15. Gijs van Elderen

    Gijs van Elderen Member

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    A known bug. It only works with the deformable tire shader.

    For real road it isn't needed. My real road is working fine without the deformable tag. :)
     
  16. CeeBee

    CeeBee Registered

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    Sorry to dig this thread out of the grave, but, is there any updated "make your first track" tutorial for RF2, preference on RTB>>RF2, I had never built a track before and in two hours i downloaded RTB, modelled the road and walls and some cone barriers in RTB over google height data and had it in game driving around. pretty much dead simple, (and I realise its a far way from finished) , hoping there is a similar workflow for RF2?

    (capture from inside rtb)
    upload_2020-8-30_16-50-30.png

    upload_2020-8-31_19-52-32.png
    upload_2020-8-31_19-53-15.png
    upload_2020-8-31_19-53-53.png
     
    Last edited: Aug 31, 2020
  17. Goanna

    Goanna Registered

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    Dunno about any start to finish guide, just be aware, this track was on steam.....if you proceed and publish, you may end up getting a letter. ;):rolleyes:
     
  18. CeeBee

    CeeBee Registered

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    its for "mah edumacational" purposes ;)
     
    Goanna likes this.

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