This is a simple test track I have been using to test various things, anyone is welcome to use it whilst your waiting for the sample track to come. It's nothing special, but I thought I'd post it in case anyone struggling with getting things to work can use it to try and make sense of things. The text in the middle of the track is testing out the new chroma function if anyone is wondering what it is. It's for 3dmax 2010 or above. Have a look at the edge blend, it's using the decal tag and is only 1mm off the ground, you can zoom out as far as you want and you should not see any zfighting what so ever. Download Link
GReat!! will be good. today i play with the script importGMT2 now i can import GMT from rf1 with rf2 shaders. but get same 3dsmax errors..
textures How do you load in the textures ? all the linking seems broken , do I need some Rfactor specific plugins for texture management ? I am only used to working with multi subobject and then placing shaders or bitmaps directly into that. If there is a link to a good tutorial that would be gr8. Thanks !
You need to install the max plugins for your version of max, they can be found in the support folder of the install. Then when you open the file it will ask for missing textures, click the add button and browse to where the textures are.
Sorry, but I can´t get the track to work, can someone tell me how to install and to use ? Thanks in advance.
I left a few things out on purpose, I didn't want to make it too easy. If you have read the track tech doc you will know what's missing 5 important things are missing for it to work in game. If you figure it out, keep it to yourself for a while. Let others try and figure it out for themselves. It's printed clearly in the docs, so it's just a matter of reading them.
No, by the sounds of it, you have duplicate tools somewhere. On the max toolbar, click on options > Plugin Manager and have a look for duplicate files. Also make sure you have removed all rf1 shaders from the hardwareshaders directory. You don't want any lose shaders left over, just the coreshaders.mas from rf2. Are you using the toggle script so that you can switch between rf1 and rf2? http://isiforums.net/f/showthread.php/1636-cmd-script-toggle-ISI-tools-between-rF1-and-rF2
No duplicate But when i select a texture in firsts panel the second panel gone ! i think is a bug for max2010.
When i put your track into the locations folder in RF2 ( modd version) it starts to load then RF2 crashes am i missing something? cheers !
You git If you are talking about the specifc things you need for RF2 ( that u dont need in RF1) that are listed in the doc thats all very good and well but for super noobs like me that doc is not to much of a help and I can learn far faster and esear by looking at something that works and then reverse enganearing it. so please please please pm me or post a link to a version of the track that works ! "Something else to keep in mind is that the timing beams, commonly called XSectors, are now a necessity in order to load a track in the game. If they are missing, the game will crash. In that case, you’ll hopefully remember this line before starting a trial-and-error process to find the culprit." I dont evan know what an Xsector is lol
It's not rf2 specific, what's missing was also needed in rf1 for a track to work properly, but in rf1 it still loaded without them, it's just with rf2 they are now necessary if you want the track to load. C'mon, give it a go, just look around you and focus on what every track needs. I had to figure this out for myself, that's the only reason I know. Here is a tip, look in the trace file.
Btw, if building SCN file with GMT exporter, it writes timing object lines wrong so that game crashes when trying to load the track. It leaves out these two lines: Code: Instance=xsector1 { [I][U][B] Render=False Change=False [/B][/U][/I] MeshFile=xpitout.gmt CollTarget=True HATTarget=False ShadowReceiver=False Response=VEHICLE,PITSTOP Without those, it crashes. Almost rebuilt my whole track until I found it out