the plugin in the rfactor2 plugin folder don't work. Use that older files. it works on my max 2017.Why doesnt the Max 2017 plugins work any more?
It seem to be related to plugins provided by game publishers and not 3DS Max.
Could you please explain why?
So the good news is Ive tried your plugin and it doesnt crashed max but the GMT is still not converted properly and wont work in mod dev.
When I load it into 3DSimed, the geometry is corrupted.
Ive tried to upload a few times now and I get this error message, even after refreshing the page.
"
The following error occurred
Security error occurred. Please press back, refresh the page, and try again.
Pit_Road.zip "
Okay Ive had to cut it up into smaller bit to upload. Have a look and let me know, thanksHm.. can you send me please your max file? i can check the problem
amazing. I open the max file, go to the material editor and max has a error.Okay Ive had to cut it up into smaller bit to upload. Have a look and let me know, thanks
Okay so it now works in the dx 11 viewer. I was using dx 9 shaders which work up until the last rfactor 2 update, but now they dont work.
I cannot select the track old dx9 shaders in max 2017 as it now crashes, looks like it needs the new shaders. So I will have to reset materials to back to standard and save it, reload the track go through all the track meshes and set the new shaders, it will be very tedious for me. Ive got vertex colour settings on some meshes, very tedious.
Again thanks for your help. Is there an easier way to convert the dx9 shaders to dx11in max 2017 ?
Thanks for your help much appreciatedCheck this page. https://docs.studio-397.com/developers-guide/development-tools/3ds-max-material-library
Download the material library and default textures. You'll need to reselect textures but the shaders will be selected and filled with default textures from the default textures download. I think it should be faster than having to select shaders one by one and then assign some textures for exporting.
Also keep in mind that dx11 shaders you'll need to convert some textures for PBR materials. https://docs.studio-397.com/develop...ide-in-rfactor2/pbr-fast-material-conversions
Thanks for your help much appreciated
Interesting thing is that since Ive created the new shaders, the old shaders now workCheck this page. https://docs.studio-397.com/developers-guide/development-tools/3ds-max-material-library
Download the material library and default textures. You'll need to reselect textures but the shaders will be selected and filled with default textures from the default textures download. I think it should be faster than having to select shaders one by one and then assign some textures for exporting.
Also keep in mind that dx11 shaders you'll need to convert some textures for PBR materials. https://docs.studio-397.com/develop...ide-in-rfactor2/pbr-fast-material-conversions