rF2 Dev Mode crashing when loading a new track.

Discussion in 'Track Modding' started by Knightwolf, Jan 29, 2012.

  1. Knightwolf

    Knightwolf Registered

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    Hi there,

    Just been attempting to export and run a very very early basic version of a track that im building using 3ds max 2010.

    All that has been created is the Track Mesh with all the correct textures and racegroove, and the xsectors. (From what i understand and have read that is all that is needed). So a GMT has been created for each of these and there is a scene file. Im also sure I have all the export folder options pointing to the correct location and all textures that are being used are in the maps folder.

    I've managed to get past most of the initial problems when loading up the track for the first time in rF2 Dev Mode.

    Now it is getting to about 75% progress in the loading bar before it goes black screen and rF2 just crashes. No pop up dialogs listing a possible problem.

    Being new to modding in 3ds max im on a pretty steep learning curve. So im sure i've probably missed a key step somewhere during the export.

    Ive had a look at the trace file but it isnt giving me anything meaningful. Ill post it up anyway as it may be useful.

    View attachment 918

    Thanks
    Knightwolf
     
  2. Mario Morais

    Mario Morais Registered

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    i have same problem !
     
  3. Mertcan Solak

    Mertcan Solak Registered

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    you will add
    "STARTLIGHT"
    "STARTGLOW"
    "PITLIGHTIN"
    "PITGLOWIN"
    "PITLIGHTOUT"
    "PITGLOWOUT"
    Note:these are import rf1 tracks ;) to 3dsmax ;)
     
  4. les

    les Registered

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    if your rf2 is crashing it could be a bad gmt file first i take and get my scene file set up here is an example

    Instance=skyboxi
    {
    Moveable=True ReflectPlane=(0.000, 0.000, 0.000, 0.000)
    MeshFile=skyboxi.gmt CollTarget=False HATTarget=False Reflect=True
    }
    Instance=xfinish
    {
    Render=False VisGroups=(32)
    MeshFile=xfinish.gmt CollTarget=True HATTarget=False
    Response=VEHICLE,TIMING
    }
    Instance=xsector1
    {
    Render=False VisGroups=(32)
    MeshFile=xsector1.gmt CollTarget=True HATTarget=False
    Response=VEHICLE,TIMING
    }
    Instance=xpitin
    {
    Render=False VisGroups=(32)
    MeshFile=xpitin.gmt CollTarget=True HATTarget=False
    Response=VEHICLE,PITSTOP
    }
    Instance=xpitout
    {
    Render=False VisGroups=(32)
    MeshFile=xpitout.gmt CollTarget=True HATTarget=False
    Response=VEHICLE,PITSTOP
    }
    Instance=xsector2
    {
    Render=False VisGroups=(32)
    MeshFile=xsector2.gmt CollTarget=True HATTarget=False
    Response=VEHICLE,TIMING
    }

    this is all that i have in my scene file on my new track im putting in rfactor 2
    next you will want to copy the skyboxi.gmt from joesville and put that in your gmt folder of your track also copy the bka.dds file and put that in your new track folder.

    in 3ds max export your track to a seperate folder then put the gmts that you created in your track gmt folder also create a scene file on your desktop open that with notepad and copy the gmts inside that and paste inside your track scene file. load up your rf2 and test the track if it loads all the way then add more gmts just a few at a time
     
    Last edited by a moderator: Jan 29, 2012
  5. Mario Morais

    Mario Morais Registered

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    Thanks" les"! i found my problem Xobjects i had "CollTarget=False" and change to CollTarget=True. and add VisGroups=(32)
    now open..
     
  6. Knightwolf

    Knightwolf Registered

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    Thanks Les,

    That was it as mario said earlier, thanks for your help

    Cheers
    Knightwolf
     
  7. superkolos

    superkolos Registered

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  8. superkolos

    superkolos Registered

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    i have a problem loading up my track i build

    if i want to load it rf dev mode ctd

    heres my trace


    TRACE LEVEL = 3
    TRACE LEVEL = 1000
    tracelog.cpp 140: Command line: "+path=".." +hash=####HIDDEN#### -trace=1000"
    main.cpp 191: FPU=0x0009001f
    game.cpp 1648: Entered Game::Enter()
    osman.cpp 682: Entered OSMan::Enter()
    plrfile.cpp 2812: Entered PlayerFile::Enter()
    setup.cpp 523: No RCD file for Gjon Camaj
    setup.cpp 523: No RCD file for Joe Campana
    setup.cpp 1847: ATTENTION: Skipping vehicle because the filename rter_01.veh matches an existing vehicle
    setup.cpp 1847: ATTENTION: Skipping vehicle because the filename rter_02.veh matches an existing vehicle
    plrfile.cpp 1977: Attempting to save to d:\rFactor2\ModDev\UserData\player\player.TMP
    plrfile.cpp 2010: Retcode: 0 for renaming to d:\rFactor2\ModDev\UserData\player\player.PLR
    hwinput.cpp 6831: Entered HWInput::Enter()
    hwinput.cpp 6832: HKL=0x04070407
    vidman.cpp 1532: Entered VidMan::Enter()
    specialfx.cp 3371: Entered SpecialFX::Enter()
    dynman.cpp 710: Entered DynMan::Enter()
    sound.cpp 1336: Entered Sound::Enter()
    onscreen.cpp 3244: Entered OnScreen::Enter()
    game.cpp 1697: Entered Game::Setup()
    hwinput.cpp 6864: Entered HWInput::Setup()
    options.cpp 4595: Entered Options::Setup()
    O_AppObj.cpp 2709: Initiate options object creation
    O_OSC.cpp 2944: Entered Options_OSC_Reader::ReadOSC()
    plrfile.cpp 1977: Attempting to save to d:\rFactor2\ModDev\UserData\player\player.TMP
    plrfile.cpp 2010: Retcode: 0 for renaming to d:\rFactor2\ModDev\UserData\player\player.PLR
    plrfile.cpp 1977: Attempting to save to d:\rFactor2\ModDev\UserData\player\player.TMP
    plrfile.cpp 2010: Retcode: 0 for renaming to d:\rFactor2\ModDev\UserData\player\player.PLR
    plrfile.cpp 1977: Attempting to save to d:\rFactor2\ModDev\UserData\player\player.TMP
    plrfile.cpp 2010: Retcode: 0 for renaming to d:\rFactor2\ModDev\UserData\player\player.PLR
    vidman.cpp 1339: Trying to Play Bink File: d:\rFactor2\ModDev\MovieFiles\ISILogo.bik
    MovieMan.cpp 119: Error locating video file D:\RFACTOR2\MODDEV\MOVIEFILES\ISILOGO.BIK
    MovieMan.cpp 119: Error locating video file D:\RFACTOR2\MODDEV\MOVIEFILES\ISILOGO.BIK
    vidman.cpp 1339: Trying to Play Bink File: d:\rFactor2\ModDev\MovieFiles\TestingMOD.bik
    MovieMan.cpp 119: Error locating video file D:\RFACTOR2\MODDEV\MOVIEFILES\TESTINGMOD.BIK
    MovieMan.cpp 119: Error locating video file D:\RFACTOR2\MODDEV\MOVIEFILES\TESTINGMOD.BIK
    vidman.cpp 1339: Trying to Play Bink File: d:\rFactor2\ModDev\MovieFiles\PreGame.bik
    MovieMan.cpp 119: Error locating video file D:\RFACTOR2\MODDEV\MOVIEFILES\PREGAME.BIK
    MovieMan.cpp 119: Error locating video file D:\RFACTOR2\MODDEV\MOVIEFILES\PREGAME.BIK
    tire_manager 1364: Non-existent tire brand ""
    tire_manager 1364: Non-existent tire brand ""
    O_OSC.cpp 3119: Exited Options_OSC_Reader::ReadOSC()
    O_AppObj.cpp 2801: Options object creation successful
    specialfx.cp 3377: Entered SpecialFX::Setup()
    steward.cpp 8213: Entered Steward::Setup()
    dynman.cpp 746: Entered DynMan::Setup()
    sound.cpp 1352: Entered Sound::Setup()
    render.cpp 1159: Entered Render::Setup()
    onscreen.cpp 3250: Entered OnScreen::Setup()
    plrfile.cpp 2852: Entered PlayerFile::Setup()
    plrfile.cpp 1977: Attempting to save to d:\rFactor2\ModDev\UserData\player\player.TMP
    plrfile.cpp 2010: Retcode: 0 for renaming to d:\rFactor2\ModDev\UserData\player\player.PLR
    game.cpp 1734: Entered Game::Init()
    game.cpp 1738: got past replayman init
    vidman.cpp 1746: Entered VidMan::Init()
    ai_db.cpp 3226: Entered AIDatabase::Init()
    steward.cpp 8230: Entered Steward::Init()
    steward.cpp 2470: Could not find light "STARTLIGHT"
    steward.cpp 2483: Could not find glow "STARTGLOW"
    steward.cpp 2470: Could not find light "PITLIGHTIN"
    steward.cpp 2483: Could not find glow "PITGLOWIN"
    steward.cpp 2470: Could not find light "PITLIGHTOUT"
    steward.cpp 2483: Could not find glow "PITGLOWOUT"
    hwinput.cpp 6932: Entered HWInput::Init()
    specialfx.cp 3483: Entered SpecialFX::Init()

    anyone has an idea?

    perhaps some1 can take a look at it?

    http://downloads.asdelite.com/rF2/Leipzig.rar
     
  9. ethone

    ethone Registered

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    Did you perhaps not include STARTLIGHT, STARTGLOW, PITLIGHTIN, PITGLOWIN, PITLIGHTOUT, PITGLOWOUT objects? ;)
     
  10. superkolos

    superkolos Registered

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  11. Mario Morais

    Mario Morais Registered

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  12. ethone

    ethone Registered

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    Judging from the .scn file the xfiles are in.
     
  13. superkolos

    superkolos Registered

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    i added the x-files like that:


    Instance=skyboxi
    {
    Moveable=True ReflectPlane=(0.000, 0.000, 0.000, 0.000)
    MeshFile=skyboxi.gmt CollTarget=False HATTarget=False Reflect=True
    }
    Instance=xfinish
    {
    Render=False VisGroups=(32)
    Change=False
    MeshFile=xfinish.gmt CollTarget=True HATTarget=False
    Response=VEHICLE,TIMING
    }
    Instance=xsector1
    {
    Render=False VisGroups=(32)
    Change=False
    MeshFile=xsector1.gmt CollTarget=True HATTarget=False
    Response=VEHICLE,TIMING
    }
    Instance=xpitin
    {
    Render=False VisGroups=(32)
    Change=False
    MeshFile=xpitin.gmt CollTarget=True HATTarget=False
    Response=VEHICLE,PITSTOP
    }
    Instance=xpitout
    {
    Render=False VisGroups=(32)
    Change=False
    MeshFile=xpitout.gmt CollTarget=True HATTarget=False
    Response=VEHICLE,PITSTOP
    }
    Instance=xsector2
    {
    Render=False VisGroups=(32)
    Change=False
    MeshFile=xsector2.gmt CollTarget=True HATTarget=False
    Response=VEHICLE,TIMING
    }

    and the trackmeshfiles like that:


    Instance=t0_s0
    {
    MeshFile=t0_s0.gmt Deformable=True CollTarget=True HATTarget=True
    }

    like i sawed in an other thread here...

    so if i only load the trackmesh i can join the game but my track is not visible / i will not set in garage
    i have change my aiw like the joesville one and scn gdb wet etc too...
     
  14. superkolos

    superkolos Registered

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    i tryed somehting but whats that???

    [​IMG]

    [​IMG]
     
    Last edited by a moderator: Feb 1, 2012
  15. ethone

    ethone Registered

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    Wrong scale, big time I'd say. ;)
    Did you set 3ds max to use meters? Did you do something like export to .3ds then reimport (that can screw up the scale)?
     
  16. superkolos

    superkolos Registered

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    whether i import in meter or in the default scale it doesnt matter i tryed it out could it be that the importer is wrong? i used the gmtimporter 0.94 to import all folderfiles...
     
  17. ethone

    ethone Registered

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    If you have the source files (.max file of the rF1 version), use that.
    Should you have to import the files using the importer, make sure the 3ds max units are set up correctly before you do so.

    In your scene with the imported files check the distances. If you don't have the original source file and if the straight is just 10 meters like it appears from your screenshots you only have the two options of either scaling it up in that scene (difficult to get the correct scale again) or importing it again with the correct units setup.
     
  18. superkolos

    superkolos Registered

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    what should be the right units settings ?

    i have done that track with bobs trackbuilder so thats my first experience with 3dsmax right now.
    i saw the video tut for rf1 and rf2 import and that says i should set up meters but what is the rf1 scale? also meters?
    ill try again :(
     
  19. ethone

    ethone Registered

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    Customize -> Units Setup
    [​IMG]
     
  20. superkolos

    superkolos Registered

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    ok thx i try it now :)
     

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