not yet, but i willl! I had to put the blend(reflection value) to 100% in 3d max in order to get rid of that triangulated skin... :-( this evening i will try your method!
a guy just posted a link to a script at the bottom of that same page that looks to do a nice job of quading the triangulated mesh. might try it first to save all your uvs.
Nice looking car. Was it easy enough getting it on the track? I am having some difficulty. I have a Lambourghini Miura model waiting in the wings but I'm working on a Ferrari 156 sharknose
I had a couple of crashes too but don't remember the exact reason... My advise is to export your progress from scratch and frequently, in order to be able to understand what exactly is causing the crash..
I am going round in circles, I have removed everything apart from body and chassis, and still the body and chassis look ok in showroom, but look too low in the track view.
It something like that, that is frustrating because I can find no setting for either 'reference plane' or 'ride height' but I do have a pivot that is correct in max, but once imported to rF2 I have no control. What should I check in the hdv???
If all you want to do is raise the model in game try the middle number of, GraphicalOffset=(0.0, 0.0, 0.0) // does not affect physics! This just moves the vehicle body for whatever reasons you may have.
Thanks everybody, things are looking better now, I selected everything moved it so the floor pan was level with z=0, then set the pivots for chassis, main body, seat etc to z=0, reset xform, collapsed and exported. Sorry anonim, did'nt mean to hijack, and looking forward to your next WIP update.
don't even say that! because I am really glad you have solved your export problems! I will post some new cool updates very soon!