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
you will add "STARTLIGHT" "STARTGLOW" "PITLIGHTIN" "PITGLOWIN" "PITLIGHTOUT" "PITGLOWOUT" Note:these are import rf1 tracks to 3dsmax
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
Thanks" les"! i found my problem Xobjects i had "CollTarget=False" and change to CollTarget=True. and add VisGroups=(32) now open..
Problems starting new track Hi i´ve converted my rf1 track leipzig to rf2 i do the changes in aiw scn and gdb etc. like the joesville track but if i want to start the track i got a ctd heres my tracefile: http://downloads.asdelite.com/rF2/trace.txt and here is the track: http://downloads.asdelite.com/rF2/Leipzig.rar can someone here please look at my files thanks
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
Did you perhaps not include STARTLIGHT, STARTGLOW, PITLIGHTIN, PITGLOWIN, PITLIGHTOUT, PITGLOWOUT objects?
i did the upper traceexport is from a "only track gmt´s" test here´s the trace from startup http://downloads.asdelite.com/rF2/trace.txt
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...
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)?
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...
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.
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