yes, but itll be better if the track surface look much better (like Feel`s one in Poznan) cause wright now it awful (grass and others too). sorry but its true (i understand that this is just convert but maybe its possible to change this things)
Getting the digiflags to work dynamically is so great, isn't it? I was so happy when someone found the way to do it and I could implement it on Fuji. Also, could you let us know the procedure to get the clock working properly? I haven't tried it myself yet but the more information we have publically available the better! Thanks.
Hi Ethone! So the digiflags works with the same prcedure like the MarshalFlag. I did the texture for the digiflag, with the same texture name and number, eg. MARSHALFLAG00 - 10, after i put the flag texture to the digiflag texture, so the Marshal and the digiflag use the same animation and texture, but of course after i needed to unwrap the Marshal flag. The name of the GMT same then the Marshal, eg. CornerWorker_000 just continues with the numbers. In the Scene file, just copied the CornerWorker instance without the animation, like this: Instance=CornerWorker_014 { MeshFile=CornerWorker_014.gmt CollTarget=False HATTarget=False ShadowCaster=(Static, Solid) ShadowGroups=(12) } And thats it. But need to improve some points, because some lights reaction are too slow, but somewhere are fine. I don't know is it possible to change or set the reaction time, or the lights/flags sensitivity. The other thing is the clock. I asked help, and Scott (ISI) upload the Spa clock animation max file. I set everything the same in the animation and works good in max, but the anim export doesn't work, exported, but the animation was a different size then the Spa clock anim file size, so i just use the Spa anim file in my clock, and it's works perfect. Here is the sample max file from Scott: http://isiforums.net/f/showthread.php/2738-Getting-started-with-a-new-track-few-questions?p=118536&viewfull=1#post118536
The first Radio tower is done, and finished with the sponsors on the gantry, and on the ground around the track, and the corner signs (track markers). View attachment 8140
I did some test with the grass, i made a multimap texture, for the whole terrain, did some trees, it was the first time in rF2, so i'm just trying how it looks like better, modified the treewall, and repositioned the horizon, because it was too far and from the cockpit i didn't see. Small update for the road texture. The next step will be the track edges around the track. Few photos: View attachment 8148 View attachment 8149 View attachment 8150 View attachment 8151 View attachment 8152 View attachment 8153