RF2, Blender, and the billboard trees...

Discussion in 'Track Modding' started by Chris_999, Jan 16, 2024.

  1. Chris_999

    Chris_999 Registered

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    Hi. I am looking for some complex information about the billboard trees export and set-up process for RF2. I am quite new in RF2 tracks development, so far I learn enought to make my first track work well, however, the trees and they persistence to keep stay with no rotation (sick!) is something that still I have to struggle with.
    In my export process I am using Blender, 3dsimed and gMotor2.5.
    So, I have some questions.
    What is the proper way to export the trees from blender?
    And then what shall I do in 3dsimed?

    So far even if I was following some instructions founded here and on the other forums, I couldn't to set trees rotating to the player's view...

    In 3dsimed - exploding models, set rgba to 254 or 90, and using T1 stamp vertex shader is not doing enything for me...

    Can someone please point me to the right direction?
    Thank you in advance.
     
  2. svictor

    svictor Registered

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    You were probably missing one last step, which is to gJED to enable BB option on GMT object that uses stamp vertex shader. This process can only be done in either 3dsmax or gJED.

    So the correct steps are:
    1. Export Blender tree quad mesh (triangulate them before export).
    2. Import in 3dsimed > explode > set vertex alpha 254 > set material shader to "stamp vertex"
    3. Open in gJED, select & activate GMT object, under Screen-Aligned-Quads section, check "BB", then click one of the Aligned method button(usually use the middle one), and export, done.

    You can also find detailed guide in this post:
    https://forum.studio-397.com/index.php?threads/help-billboard-stamp-vertex.66557/#post-1032927
     
  3. Corti

    Corti Registered

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    I will try with blender as I have not been able to get it to work with 3dsmax.:rolleyes:
    I have another question, I'm working on Monza 86 and the thing is that the bb trees work in 3dsimed (the groups rotate perfectly) but then in the game there are areas where they remain parallel to the straight lines and do not move, however in the mirrors if they are seen. I can send the track by private because it is necessary to experiment to check it.
     
  4. Chris_999

    Chris_999 Registered

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    I see. Thanks for the answer. Is gJED an external application? I don't see it in my RF2 instalation folder. There is only
    "Viewerx64Release DX11.exe", and "ViewerWin32Release DX11.exe", which seems like both are gMotor2.5.
     
  5. Corti

    Corti Registered

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  6. Chris_999

    Chris_999 Registered

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    Looks like I don't have gJed... What can I do?
     
  7. Corti

    Corti Registered

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  8. svanimisetti

    svanimisetti Registered

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    Isn't the gJED linked in the previous post is for DX9? The latest version of rFactor 2 is based on DX11 and I understand that gJED does not work with DX11 anymore. Am I correct? I am looking for ways to create a simple track using Blender like for Assetto Corsa. However, it seems that FBX+gJED workflow was only for DX9 version of rF2. Now, the only option is to use 3dsmax and 3dsimed3. Can anyone experienced with Blender-based workflow comment?
     
  9. Corti

    Corti Registered

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