[WIP] rFactor Import/Export Scripts for Blender

Discussion in 'Third Party Content' started by Traveller, Jun 17, 2015.

  1. Traveller

    Traveller Member

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    I've made no changes with regard to rF1. I don't actively support it as rF1 decided about six or seven years ago to say, "I don't want to run anymore." To which I replied, "Okay, off the hard drive you go." Do you have a download location for what doesn't load? I'll take a look.
     
  2. Traveller

    Traveller Member

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    I'm working on an all nodes material set up with Blender 2.80. I have one hurdle left to clear with regard to texture nodes. Then it will be on to the next hurdle, whatever it may be.
     
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  3. FuNK!

    FuNK! Registered

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    Hurdles needs testers, so let us know when testing is needed! :D
     
  4. mantasisg

    mantasisg Registered

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    This is very first iteration to make to the main game. Done in less than week probably, could have been faster if not some silly issues I had with inappropriate bits in GDB for this track, and few other little troubles, other than that was quite awesome workflow.

    I do it like that: split objects by materials>revise naming to avoid .001 suffixes>apply rfactor material for each object>again edit out .001 suffix that appears for newly made element>rename the material appropriately and adjust it or assign the one that was created before>use magic UV addon to copy UV from 2nd to 1st UV channel (so UV wont be lost when choosing shaders in materials options that adds more channels) > export fbx, choose export selected, use correct scale, Y forward > open with gJed > edit materials and object properties > save gmts and scn > get gdb right > edit scn searchpaths slightly > with 3Dsimed point up normals for vegetation objects because it gets lost for some reason in my method > launch moddev > add a garage spot and main path > create mas archives > create package for main game instalation, test if it works > have fun > record a video or make screenshots and plug it shamelessly like if you actually should do that.

    ofcourse I suppose the proper way would be skipping gJed entirely and export gmts directly, but that seems a bit too advanced for me for what I am able at this moment.

    Here is what you can get rather quickly. Converted from AC, it is originally made by me with Blender.

    Thought it would be fitting to this thread to show it (I already have introduced my XJ13 car and Goodwood circuit to the game thanks to Travellers Blender addon.

     
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  5. Leonardo1962

    Leonardo1962 Registered

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    Hi,
    Just loaded the new Blender 2.80, and didn‘t found the gmt Blender Tools anymore.

    Any Ideas?
     
  6. FuNK!

    FuNK! Registered

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    That's simple; It's not (yet) a working plugin for Blender 2.80. For the time being you will need a copy of Blender 2.79 for it ;)
     
  7. Traveller

    Traveller Member

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    The scripts for 2.79 will not work with 2.80.
     
  8. Traveller

    Traveller Member

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    Too slow again. I'm a horrible racer.
     
  9. FuNK!

    FuNK! Registered

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    No, you are an endurance racer and this is no sprint race :D
     
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  10. Leonardo1962

    Leonardo1962 Registered

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    Thanks for that info.
    I used this tool very often.
    It was quite helpful. So good luck to get it work.
     
  11. SmashingPants67

    SmashingPants67 Registered

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    Good luck to get the plugin working with 2.8 ;)
     
  12. Ivano Biagioni

    Ivano Biagioni Registered

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    It would be possible to convert the addon to latest version of blender? I mean the 2.8, and thank you for the hard work that has been put to create this addon!
     
  13. FuNK!

    FuNK! Registered

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    If you would have read what was noted before, you would already know that they are working on it. But no ETA or other information is available yet.
     

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