New to modding - Mod Dev question

Discussion in 'Track Modding' started by Vargasama, Apr 17, 2019 at 3:00 PM.

  1. Vargasama

    Vargasama Registered

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    Hello everyone, I'm new in modding and after days of research on the forum and on internet I finally succeed in launching my track mesh in Mod Dev. (I only have created the track before going any further in modeling all other objects).
    But I'm already facing one big problem, I can't see the road (except in the car's mirror). I can't even drive on it, my car don't even move on it.

    Capture.JPG

    I don't know what I missed.

    My track is in multiple parts named RaceSurface_xx, my real road material is named Road_Wet.

    racesurface.JPG mat.JPG
    It was a real pain to succeed in exported the GMTs and making the Mod dev not crashing, The new problem really discouraged me :(

    Thanks in advance for your help.
     
  2. Vargasama

    Vargasama Registered

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    I just find what was wrong for the driving problem of my track, seems like my sub-material wasn't named Road_Wet but material#113 (like on the screenshot).
    But the display problem remain the same.

    Resolving the driving issue led me to another problem :

    - I had to separate my track mesh in multiple objects (using Editable mesh : Detach), cause of the heavy file size of the mesh (200Mo). I don't think it woul be wise to export a big file like that. With also some hours of gmt export.
    (I'm working on a Lidar / scanned portion of real road, I've made at my work, and would like to keep the track with almost all details of the road.)

    The result is that when I drive from a part to another, my car falls through the track.
    Any idea of what's wrong ?

    Also, do you think it would be wise to keep a big mesh file intact ?

    thanks again for helping me.
     
  3. Coutie

    Coutie Moderator

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    Could be your near/far distance for the front view.
    Here's an example of how it should be(this is at the top of the scn file):
    View=mainview
    {
    Clear=False
    Color=(0, 0, 0)
    Size=(1.00, 1.00) Center=(0.5, 0.5)
    FOV=(77.75, 62.50)
    ClipPlanes=(0.60, 1800.00)
    View=rearview
    {
    Clear=False
    Color=(0, 0, 0)
    Size=(1.00, 1.00) Center=(0.50, 0.50)
    FOV=(62.5, 62.5)
    ClipPlanes=(0.50, 500.00)
    }
    }
     
  4. Vargasama

    Vargasama Registered

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    Thank you Coutie for your message, but it didn't change anything.
    The strange thing in this situation is that if I change my camera view, with [INSER], above the cockpit for exemple, I can see the road.

    Capture02.JPG

    Also, do you have any idea,for the non-drivable mesh parts ?

    Thanks again !
     
  5. Bernd

    Bernd Registered

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    When you export the racesurface meshes, do you have them all tagged with collide, hat and deformable in the converter instance rollout?
    It should look like that in the scn file:
    MeshFile=RaceSurface_01.gmt Deformable=True CollTarget=True HATTarget=True
    And sorry that i ask, but do the normals all point upwards?
     
  6. Vargasama

    Vargasama Registered

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    Everything seems ok in the GMt converter and in the .scn fil :

    Instance=RaceSurface_09
    {
    MeshFile=RaceSurface_09.gmt Deformable=True CollTarget=True HATTarget=True
    }
    Instance=RaceSurface_01
    {
    MeshFile=RaceSurface_01.gmt Deformable=True CollTarget=True HATTarget=True
    }
    Instance=RaceSurface_02
    {
    MeshFile=RaceSurface_02.gmt Deformable=True CollTarget=True HATTarget=True
    }
    Instance=RaceSurface_03
    {
    MeshFile=RaceSurface_03.gmt Deformable=True CollTarget=True HATTarget=True
    }
    Instance=RaceSurface_04
    {
    MeshFile=RaceSurface_04.gmt Deformable=True CollTarget=True HATTarget=True
    }
    Instance=RaceSurface_05
    {
    MeshFile=RaceSurface_05.gmt Deformable=True CollTarget=True HATTarget=True
    }
    Instance=RaceSurface_06
    {
    MeshFile=RaceSurface_06.gmt Deformable=True CollTarget=True HATTarget=True
    }
    Instance=RaceSurface_07
    {
    MeshFile=RaceSurface_07.gmt Deformable=True CollTarget=True HATTarget=True
    }
    Instance=RaceSurface_08
    {
    MeshFile=RaceSurface_08.gmt Deformable=True CollTarget=True HATTarget=True
    }
    Instance=RaceSurface_10
    {
    MeshFile=RaceSurface_10.gmt Deformable=True CollTarget=True HATTarget=True
    }


    I've also checked the normals and the are are all pointing upward.

    normal.JPG

    Don't know what's going wrong... :oops:

    I'm actually trying to export my full mesh in gmt, in one piece, to verify if everything is fine before being separated.
    But takes me hours to do it :confused:
    What's strange is that I can drive on my first track part but i'm falling when I come across the next one. No matter what direction I use.
     
  7. AlenC

    AlenC Registered

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    Just a guess: maybe you should try centering the pivot for each object? I'm not sure how rf2 calculates distance for distance culling...
    Also, I think there is a limit to how many vertices you can export in a mesh, so I don't think exporting one huge mesh will help you.
     
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  8. mantasisg

    mantasisg Registered

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    Maybe you need to have separate dummy objects for each "RaceSurface_xx", rather than just all "RaceSurface_xx" objects under one "RaceSurface_" dummy object ?

    Also whats there on top screen, a visor mod ?
     
  9. Vargasama

    Vargasama Registered

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    Thank Alenc for the hint, but nothing seems to work.
    I just realised that I'm not falling through the track at the junction of the two parts but at a certain point of the same object. I think now that the origin of the problem seems to be the mesh itself, or maybe the faces of the mesh, like if there is a big hole in it... :(

    I don't really know, just opened the Mod dev, and did nothing special.
     
  10. AlenC

    AlenC Registered

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  11. Bernd

    Bernd Registered

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    Looking at the picture, not all normals are pointing upwards.
    If you touch a part of the mesh where the normals don't point upwards, you will fall through the surface.
    And do the meshes contain more materials, besides of the 'road_wet' material?
    And if yes, how many materials do the meshes have?
     
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  12. Coutie

    Coutie Moderator

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    Upload your max file, probably can solve the problem easier that way.
     
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  13. Bernd

    Bernd Registered

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    +1 that is the best way to save time in such cases.
    And if you don't want to do it here in the forum, send a download link to @Coutie or to me or someone else who offers to help, by a private conversation.
     
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  14. Vargasama

    Vargasama Registered

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    Thanks you all for your precious help, I'll try today all your advices and come back to you as soon as possible in the day.
     
  15. Coutie

    Coutie Moderator

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    The problem was the visor mod of the skip barber if anyone is interested.
     
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