I can import a complete track from rf1 !

Discussion in 'Track Modding' started by Mario Morais, Jan 18, 2012.

  1. GUBBA

    GUBBA Registered

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    Go on share the the tool, make us all happy chappy's
     
  2. WiZPER

    WiZPER Registered

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    It's fun, watching the troll actually start the thread - there IS no tool, ignore this thread ppl.
     
  3. Tiger

    Tiger Registered

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    there is something I don't get here, you say that transform a tool to work with rf1/rf2 conversion!
    and it would be a major tool, that all track modders await!
    why keep it by your side only?
    don't you want to help the community?
    for sure, there wil be low quality track, and the what?
    this doesn't matter this much, no one like to run bad track...
    your reputation is not in danger ;)

    just release the tool (if it works ok) and make developers happy, for once! ;)
     
  4. Enetmo

    Enetmo Registered

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    Hi, I'm trying to convert tracks of RF1, but once loaded the track, I see this.

    View attachment 1009
    View attachment 1010

    Hi, I'm trying to convert tracks of RF1, but once loaded the track, I see this.
    If you can help me, would be very helpful.
    thanks
     
  5. Mario Morais

    Mario Morais Registered

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    Let me be clear to anyone who has not noticed.

    The script allows only read the GMT's of RF1 to the MAX. In reading also creates materials. You always have to manually check the materials and all the options to export to RF2.

    There is no magic wands.
     
    Last edited by a moderator: Feb 4, 2012
  6. Enetmo

    Enetmo Registered

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    I think the export is fine, but the car appears in the middle of nowhere.
    Image attached.
    View attachment 1013
     
    Last edited by a moderator: Feb 4, 2012
  7. Enetmo

    Enetmo Registered

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  8. ethone

    ethone Registered

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    Either fix your AIW garage spots or move the track so that the default location 0/0/0 is above the track.
     
  9. Enetmo

    Enetmo Registered

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    To fix AIW file I think is in "garagepos=X", right?
    But to fix track default location, where is it? Is in the 3dmax or in some file of track?
     
  10. freew67

    freew67 Registered

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    Since your in max, just grab everything and move it down or over so a part of the track is on 0 0 0. Its where x y z cross in max. If you dont have grid turned on could be why your not seeing it.
     
  11. Enetmo

    Enetmo Registered

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    Thanks!!!
     
  12. Enetmo

    Enetmo Registered

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  13. ethone

    ethone Registered

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  14. freew67

    freew67 Registered

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    edit: ethone beat me to it... what he said... :)
     
  15. Enetmo

    Enetmo Registered

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    Thanks!!!!!!!!!!!!!!!!!!!!!
    I do and works fine!!!!!!!!!!!
     
  16. Kristoff Rand

    Kristoff Rand Registered

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    so where is the script? someone should lock this down if there will be no script.
     
  17. Navigator

    Navigator Registered

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    Maybe better not react in this thread; we are only feeding the troll :)

    It's obvious; there IS no script........the reason why tells it all; he doesn't want to mess up the game with inferior tracks.......that's to each their own isn't it? It's YOUR game and if you want to mess it up; good luck!

    The guy just wants attention and wants to fool people, simple as that.

    But lets not feed the troll; now I'm doing it too :)
     
  18. GUBBA

    GUBBA Registered

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    I sent him a pm about it and he said he's not going to release he is helping kuato with Targa
    Strange answer, but there you go
    I seriously doubt we will ever see it
    Cheers Guys
    Gubba
     
  19. SmokinJo65

    SmokinJo65 Registered

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    Doesn't matter, it's an easy import with "No Smoothing" and "Ask For Missing Textures" and then 1-3 hours work reassigning textures after. I have never done this before and I didn't even find it that hard once I figured it out but just ask in here, for the track I imported just for personal use right now to get use to stuff I just looked a the track in 3dSimEd and found out which textures used what shader.

    If anyone imports a track and decides he/she's going to release it some day to the public I would at least recommend following this tutorial and putting "REALROAD" in on the race surface and real curbs instead of fake flat ones if you feel up to it.

    #14 tutorial towards the bottom on "Spline Mapping"
    http://nsrs.jawcentral.com/forum/topic.asp?TOPIC_ID=801
     

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