Some questions about mod dev and 3dsmax

Discussion in 'Track Modding' started by benmttf, Jun 15, 2013.

  1. benmttf

    benmttf Registered

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    Hello,

    I'm trying to make a track for rF2.
    I manage to have my track in dev mod but now i have 2 problems:

    1 - How to define the position of the car when i clic race. (because at the moment the car is falling from nowhere and then fall to the track)

    2 - when i drive the car it has very slow acceleration on racesurface and there is no grip (like ice) on the grass. I use TDF from Joesville

    Thanks for your help!
     
  2. Jka

    Jka Member Staff Member

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    1 - Spawn point position is depending on tracks's AIW file, where garage position coords are defined. When developing a track, make sure you have solid ground (asphalt) on coords 0,0,0. You car is dropped there, when proper AIW is not present.

    2- You probably have incorrect naming of asphalt and grass materials. Asphalt material name should start "road" and grass material "gras". You can have more characters after those, like "road_pitlane" or "grass_main". You can delete/move TDF file away from track folder. Then game will use default definitions and you have one less item to troubleshoot, if you got problems. Personally I add special tdf when all modelling is done during "final polishing" stage, if needed.

    If dev car is accelerating slowly, you might have pitlane speed limiter enabled (default key "L"). ;)

    Cheers!
     

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