Test track for anyone to use

Discussion in 'Track Modding' started by mianiak, Jan 14, 2012.

  1. mianiak

    mianiak Registered

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    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

    [​IMG]
     
  2. feels3

    feels3 Member Staff Member

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    Thanks! :)
     
  3. jpalesi

    jpalesi Registered

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    Thanks a lot, I've been struggling with the new things.
     
  4. Mario Morais

    Mario Morais Registered

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    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..
     
  5. Jameswesty

    Jameswesty Registered

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    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 !
     
  6. mianiak

    mianiak Registered

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    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.
     
  7. drafi5

    drafi5 Registered

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    Sorry, but I can´t get the track to work, can someone tell me how to install and to use ? Thanks in advance.
     
  8. mianiak

    mianiak Registered

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    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. :)
     
  9. Mario Morais

    Mario Morais Registered

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    When create a new GmotorMaterial i get two panels! is this correct?? [​IMG]
     
  10. mianiak

    mianiak Registered

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    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
     
  11. Mario Morais

    Mario Morais Registered

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    No duplicate :)

    But when i select a texture in firsts panel the second panel gone ! :) i think is a bug for max2010.
     
  12. Jameswesty

    Jameswesty Registered

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    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 !
     
  13. Jameswesty

    Jameswesty Registered

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    You git :p 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 :p lol
     
    Last edited by a moderator: Jan 15, 2012
  14. mianiak

    mianiak Registered

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    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. :)
     
  15. Johannes Rojola

    Johannes Rojola Registered

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    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 :p
     
  16. Jameswesty

    Jameswesty Registered

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    where do i add these lines in what file or where lol ?
     
  17. Johannes Rojola

    Johannes Rojola Registered

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    The SCN file handles those. Take a look at Joesville track SCN file.
     
  18. Jameswesty

    Jameswesty Registered

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    I am getting error with Racesurface01.gmt
     
  19. Jameswesty

    Jameswesty Registered

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    got it working :p

    Thanks for help
     
  20. mianiak

    mianiak Registered

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    You have to check 'no render' in the instance rollout.
     

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