Track Modding Resources/Tutorials/Scripts/Plugins

Discussion in 'Track Modding' started by Woodee, Jan 19, 2017.

  1. Woodee

    Woodee Registered

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    I have been collecting resources / tutorials and things while I keep learning modding techniques. I thought I would share them with you all. If anyone has spotted tutorials that they have found useful, post em up!

    Useful 3dsmax Scripts and Plugins
    Blender Track making Tutorials

    Road
    Terrain
    Texturing

    Modelling
    Animation
    Lighting

    Track Dev Tutorials (by Jka)

    gJED
    If anyone has found any more Track Modding Resources/Tutorials/Scripts/Plugins lately.... post them up so I can add them to the list I have already compiled.
     
    Last edited: Mar 10, 2017
  2. Nuno Lourenço

    Nuno Lourenço Registered

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    Great research Woodee :). Thank you
     
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  3. Hazi

    Hazi Registered

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    Thanks!
     
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  4. Woodee

    Woodee Registered

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    If anyone has found any more Track Modding Resources/Tutorials/Scripts/Plugins lately.... post them up so I can add them to the list I have already compiled.
     
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  5. Woodee

    Woodee Registered

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    Blender Track Making Tutorials

     
  6. DaVeX

    DaVeX Registered

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    Last edited: Mar 10, 2017
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  7. Coutie

    Coutie Moderator

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    Some scripts I find useful.
    Snap! Use this to snap verts to the nearest vert on an editable poly or mesh object. Good for fixing gaps between road and grass quickly.
    http://www.scriptspot.com/3ds-max/scripts/snap

    Dummy replaced by random object. Use this for filling grandstands with people quickly. I found this on a website a while ago, and I don't remember what it was. The way I use it is to create a spline where I want people, align it to the surface if it's on a grassy area, use the spacing tool and put dummys along the spline. Then I select the people, and run the script.
    Here it is, you'll need to open the maxscript editor and save it yourself.
    Code:
    thecars = selection as array
    
    for o in $Dummy* do
    (
        r = random 1 thecars.count
    
        thecar = instance thecars[r]
        thecar.transform = o.transform
    
    )
     
  8. Brack Jabham

    Brack Jabham Registered

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    good work. Has anyone planned (or doing) a resource site for trackside objects - trees, people, buildings etc? Anything people are willing to share? I can imagine that would be pretty useful
     
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  9. Hooves_mcg

    Hooves_mcg Registered

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    So how does one mod a track in now that GJed is no longer in the Support/tools folder? I'm going to be using Modo as well instead of 3ds max.
     
  10. Emery

    Emery Registered

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    Blender with Traveller's scripts and 3dSimEd are currently the only rF2-aware 3d tools available if you're not going to use 3ds Max.
     
  11. FuNK!

    FuNK! Registered

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    More precisely, you only need 3DSimEd and Blender as both can deal with FBX files. However, Traveller's scripts may come in handy in some areas (and will be more if they will be updated to newer rF2 tech).
     
  12. mschreiner

    mschreiner Registered

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  13. roberteker

    roberteker Registered

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    Thank you. It's so confusing as someone new to this to see outdated information all over the forum...

    So in this stickied thread, your comment seems to be the only valuable information right now (2019) for getting geometry into rFactor 2, and the rest is obsolete.
     

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