Thanks, Now It crashes right at the start but if I set frame count to 1 it loads but no animation. Here is the json file Im using now, with IBL shader. Cheers
the file is missing "SkipFrame0":false, line, which is important and must have, otherwise will crash (see the guide post from previous page). Also, if this value is false, you must provide TEXTURE00.dds; else if it is true, then game will read sequence start with TEXTURE01.DDS
Also, the texture name in JSON is wrong, you should not write frame index, as game will do that for you: "Texture":"WaterNorm_00", So, it should be changed to following: "MipBias":0, "MipLevels":-1, "Name":"normalMap", "ShaderPass":0, "ShadowMipBias":0, "SkipFrame0":false, "StageType":"CUBETST_LINEAR", "TexChannel":4, "Texture":"WaterNorm_", "hasDefault":true, "inactive":false, "runtime":false
Looks like you are missing some essential setting: 1. Add this line to your SCN file just below SearchPath (must point to a valid folder where stores your JSON file): MaterialPath=YourTrackName\ASSETS\Materials 2. Make absolutely sure that all water textures are located in a folder that is referenced by track's SCN. Game will not find texture if you put them elsewhere. And yes, convert png to dds, IBL shader support old DXT1 DXT5, so you can use those old format if that is more convenient for testing (official mapconverter is easy to use as well). 3. "name":"WATER", this red text must match the material name that you set in GMT. --------------- And your json file has duplicated code (line 247 to 249): "MipBias":0, "MipLevels":-1, "Name":"normalMap", which already exist in line 181 to 183. Last, I would suggest to try & test track in DevMode instead of using Viewer.
I have just tested water animation using your last JSON file(replaced textures with my dds files, and removed duplicated code), and works perfectly. So there is no issue with JSON (after removed duplicated code). You probably need to double check Viewer setting/SCN file/texture format.
I just got the heli rotors animation working and it was the texture, strange that the texture name is heli_rotor01.dds but it was looking for heli_rotor0001as indicated by the error message. Everywhere it is heli_rotor01.dds from max to the viewer and even the materials editor, but when played in the viewer, it was looking for heli_rotor0001.dds Again thanks for your help, much appreciated. Also thanks for all the information you provided in the modding notes
I thought you may be interested in what track Ive Created; 2000 - released adelaide street circuit for Sports Car GT 2003 - upgraded it for F1 Challenge Link Currently the Adelaide track for RFactor 1 and 2 and Also Assetto Corso are upgrades of my track by modders. Cheers
Hi Again, Sorry to bother you, just another favour, wondering if you would have a working max 2012 plugin that doesn't corrupt the meshes on export and opens up in GJed? Mine is dated 211120 and the current one doesnt work either. Thank you
Hi, sorry I don't have and never used 3dsmax. Have you tried to export object as FBX? As Gjed and many other software support FBX import.
Thanks thats fine, Ive done that with Assetto Corsa using fbx. I just preferred the workflow with Max, Cheers
Here are the ones (64 bit) that i use and that still work, even if you sometimes get some "Error" Messages, that can be avoided by proper Mapping in most of the Cases. Try out, if they work for you too.
Thanks for that much appreciated. Ive tried it and its the same outcome; GJed crashes. Im looking for a version that was prior to 2020. Anyways the work around is to load the gmt into 3DSimed and export as RF2 gmt and then it work fine in GJed. cheers
another version is this forum gJED v844 https://forum.studio-397.com/index.php?threads/download-gjed-build-1108-dx9-shaders.61200/
In the Past i did make some Backups of former Plugin Versions, maybe you can find a working one there. Here is the DOWNLOAD (File is too big to upload it here).