The next step after the bare minimum?

Discussion in 'Track Modding' started by roberteker, Mar 25, 2019.

  1. roberteker

    roberteker Registered

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    Ok, so I followed the bare minimum stickied thread.

    And then I went looking for other threads. But most are from 2012, and we've moved on a bit from there. Gjed is obsolete, and you have to use the 2017 max plugin.

    So, what I want to do now is:

    • Define other driveable surfaces, like sand pits and concrete spots with different friction.
    • Set starting positions for my car and other player's cars.
    • Figure out which shaders are actually part of the new PBR stuff and what maps are and aren't required.
    For the second point, this is apparently a guide on how to do this:

    https://www.studio-397.com/wp-content/uploads/2016/12/rF2_AIW_Creation_Tutorial.pdf

    The problem is that even if I choose 0 ai and remove all other cars, there's still a second car placed on top of mine when I enter the game, and it seems like that might prevent me from moving my car (I can turn the wheel, but when I give full throttle, my car stays in place).

    EDIT: For the above problem, in addition to any surface you want to be able to drive on having to be named RaceSurface_x, they must apparently have a sub-material named road_x, where X is a description of your choosing. This is apparently what the "tdf prefix" in the following document means...

    https://docs.studio-397.com/developers-guide/tracks/track-art/track-creation-cheat-sheet

    And you can find the definitions in the .tdf file in the root of your track's folder structure where the Materials=xxxx is the prefix.

    A new problem has arisen, however, in that I don't get any tire sounds at all. Not from normal driving and not from loss of gripp.
     
    Last edited: Mar 26, 2019
    Vargasama likes this.

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