Help With New Track

Discussion in 'Track Modding' started by Cristian Why, May 6, 2012.

  1. Cristian Why

    Cristian Why Registered

    Joined:
    Mar 8, 2012
    Messages:
    201
    Likes Received:
    2
    ..
     
    Last edited by a moderator: May 12, 2012
  2. blakboks

    blakboks Registered

    Joined:
    Oct 20, 2010
    Messages:
    843
    Likes Received:
    30
    Hey Cristian,
    Before you've created an .aiw, the car will default to (0,0,0). So, you need to make sure there's something for you to land on, and some way to access the track until you've created garage positions. Some people prefer to make some sort of access road (and then delete it once the .aiw has been established), others prefer to just move the track underneath the origin.

    Also, don't forget to make sure that any drive-able terrain has a prefix that's defined in the .tdf.

    Good luck!
     
  3. Cristian Why

    Cristian Why Registered

    Joined:
    Mar 8, 2012
    Messages:
    201
    Likes Received:
    2
    ..
     
    Last edited by a moderator: May 12, 2012
  4. Luc Van Camp

    Luc Van Camp Track Team Staff Member

    Joined:
    Oct 4, 2010
    Messages:
    1,030
    Likes Received:
    15
    At least it's landing. That means the object is tagged as Collision and HAT. Material names is all I can think of really. Which material is used at (0,0,0)? Please be aware that 'texture name' is not the same thing as 'material name'.
     
  5. Cristian Why

    Cristian Why Registered

    Joined:
    Mar 8, 2012
    Messages:
    201
    Likes Received:
    2
    ..
     
    Last edited by a moderator: May 12, 2012
  6. Luc Van Camp

    Luc Van Camp Track Team Staff Member

    Joined:
    Oct 4, 2010
    Messages:
    1,030
    Likes Received:
    15
    Right, judging by your last attachment, the material name isn't set. In the case of the first road entry, it's actually called 'Material #225'. The 'Name' field is actually more like a label. I don't think it has any internal use at all really.
     
  7. Cristian Why

    Cristian Why Registered

    Joined:
    Mar 8, 2012
    Messages:
    201
    Likes Received:
    2
    ..
     
    Last edited by a moderator: May 12, 2012
  8. Cristian Why

    Cristian Why Registered

    Joined:
    Mar 8, 2012
    Messages:
    201
    Likes Received:
    2
    ..
     
    Last edited by a moderator: May 12, 2012
  9. Luc Van Camp

    Luc Van Camp Track Team Staff Member

    Joined:
    Oct 4, 2010
    Messages:
    1,030
    Likes Received:
    15
    Texture names are not relevant. The TDF only uses the material names.
    A triangle using a material that isn't listed in the TDF will still be rendered. There just won't be a physical reaction.
     
  10. blakboks

    blakboks Registered

    Joined:
    Oct 20, 2010
    Messages:
    843
    Likes Received:
    30
    Ahh, yes, my post was confusing. Sorry about that. It looks like I was telling you to name the objects themselves 'roada' etc.

    Yeah, like Luc says, the "Sub" materials need names that have prefixes that correspond to the .tdf (not the Multi-Sub 'parent' material, but each of the Mat-ID material--make sense?). Make sure they don't all have the exact same name as well, otherwise, all of them will just use whatever textures and settings the first one that loads has. So, you can get away with 'roada01', 'roada02', etc. (but I'd recommend making them a bit more descriptive--i.e. 'road_infield', 'road_TrackMain', etc.).

    Also, like Luc says, you can use ANY material name. The only thing that rF cares about is whether or not they have a prefix that matches one of the defined materials in the .tdf, so it knows how to physically interact with it. For example, trees, buildings, etc. don't need to be defined in the .tdf. Keep in mind, too, that you can edit the .tdf and add your own prefix to the ones that are already there under "Materials=" (i.e. Materials=road,tarmac).
     
  11. Cristian Why

    Cristian Why Registered

    Joined:
    Mar 8, 2012
    Messages:
    201
    Likes Received:
    2
    ..
     
    Last edited by a moderator: May 12, 2012
  12. Luc Van Camp

    Luc Van Camp Track Team Staff Member

    Joined:
    Oct 4, 2010
    Messages:
    1,030
    Likes Received:
    15
    This should be all you need :) :
    MaterialName.gif
     
  13. Cristian Why

    Cristian Why Registered

    Joined:
    Mar 8, 2012
    Messages:
    201
    Likes Received:
    2
    ..
     
    Last edited by a moderator: May 12, 2012
  14. blakboks

    blakboks Registered

    Joined:
    Oct 20, 2010
    Messages:
    843
    Likes Received:
    30
    Did you re-export ALL of the .gmt's after you changed their material name?
     
  15. Cristian Why

    Cristian Why Registered

    Joined:
    Mar 8, 2012
    Messages:
    201
    Likes Received:
    2
    ..
     
    Last edited by a moderator: May 12, 2012
  16. Gundam

    Gundam Registered

    Joined:
    Dec 25, 2011
    Messages:
    81
    Likes Received:
    4
    I've open your track. Set materials names as below :)

     
  17. Cristian Why

    Cristian Why Registered

    Joined:
    Mar 8, 2012
    Messages:
    201
    Likes Received:
    2
    ..
     
    Last edited by a moderator: May 12, 2012
  18. blakboks

    blakboks Registered

    Joined:
    Oct 20, 2010
    Messages:
    843
    Likes Received:
    30
    Is this where you're still at? Can you post a screenshot?

    I've been meaning to have a look at your stuff...just haven't had time to yet. If I can't get to it tonight, I won't be able to until this weekend.
     
  19. Cristian Why

    Cristian Why Registered

    Joined:
    Mar 8, 2012
    Messages:
    201
    Likes Received:
    2
    ..
     
    Last edited by a moderator: May 12, 2012
  20. Cristian Why

    Cristian Why Registered

    Joined:
    Mar 8, 2012
    Messages:
    201
    Likes Received:
    2
    ..
     
    Last edited by a moderator: May 12, 2012

Share This Page