Tutorial to convert tracks from rFactor to rFactor2 with 3dsimed

It would be good if someone did a tutorial about this . Thank you all for you answers . I guess i wont buy Rtb till this gets sorted out. Shame .
 
So... how do i export from 3dsimed 3 to rf2? I know how to use mas2 tool . What about aiw textures etc?

In order to export from 3dSimed you have the tutorial in this thread.

AIW needs to be created with rf2 DevMod. There is some guide to do this but I can't remember where. I have never created an AIW that way. I only use BTB that creates AIW since it directly exports to rF1. RTB is not doing it yet that I know.
As you suggest, RTB is quite incomplete for the moment. I would suggest to buy BTB instead.
 
Thanks everyone for the effort but my idea was if i could easily export from Rtb to rfactor 2 but it looks like is a lot more than i expected or more than i can handle.
Rtb is not for me just yet . I appreciate all your answers and effort.
 
Ive converted a rf1 hillclimb track to rf2 and seems to go fine but can't get the timmings to work. I know how to do it in rf1 but rf2 looks a different story. Can you help me with this please?

I have build this track .
Thanks
 
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Thanks everyone for the effort but my idea was if i could easily export from Rtb to rfactor 2 but it looks like is a lot more than i expected or more than i can handle.
Rtb is not for me just yet . I appreciate all your answers and effort.
RTB is not a finished and really usable product. It still doesn't even have a save as function in order to make backups. It doesn't have any type of support. Forget about it. BTB is a much more compete option from the same author who decided to drop support to it in order to get new revenues from this RTB.
 
Ive converted a rf1 hillclimb track to rf2 and seems to go fine but can't get the timmings to work. I know how to do it in rf1 but rf2 looks a different story. Can you help me with this please?

I have build this track .
Thanks
Check xsectors to be correctly setup in the scene.
Check AIW sector distances in the heading.
Check AIW wpscore to change in the waypoints where sectors change.
 
Do the xsector 1 an xsector 2 be at any specific distance?
Where do i put the xfinish?
I dont know about AIW wpscore.
Advice please.
 
Do the xsector 1 an xsector 2 be at any specific distance?
Where do i put the xfinish?
I dont know about AIW wpscore.
Advice please.
Xsector1 should be hit prior to xsector2.
Xfinish should be in the finish line. Beware xpitin xpitout not crossing the main track.
Distances are approximate if I am not wrong.
For hillclimb you might need special xfinish with double wall one in the start and one in the Finish line. However, I am not sure about this since I have only made closed circuits.
 
Isn't this the trick to make the timing gates working for a hillclimb track? I ask because i'm working on a hillclimb track too.

btbptp.gif
 
I figure it out (short off)
The first time the timming works ok but the next run ,
i get black flag because for some reason so time wont work
so , everytime i want the time to work , the track needs to be reloaded.
I guess that turning flags off would avoid the reload everytime.

in order for it to work , the length or two cars
must be given in between gates.


is like in rFactor 1 rally tracks but i added the xpitin and
xpitout gates too.

Instance=xpitin
{
Render=False
MeshFile=xpitin.gmt CollTarget=True HATTarget=False
Response=VEHICLE,PITSTOP
}
Instance=xpitout
{
Render=False
MeshFile=xpitout.gmt CollTarget=True HATTarget=False
Response=VEHICLE,PITSTOP
}

Instance=xsector1
{
Render=False Change=False
MeshFile=xsector1.GMT CollTarget=True HATTarget=False
MeshFile=xsector1001.GMT CollTarget=True HATTarget=False
Response=VEHICLE,TIMING
Response=VEHICLE,SECTOR
}
Instance=xsector2
{
Render=False Change=False
MeshFile=xsector2.GMT CollTarget=True HATTarget=False
MeshFile=xsector2002.GMT CollTarget=True HATTarget=False
Response=VEHICLE,TIMING
Response=VEHICLE,SECTOR
}


Instance=xfinish
{
Render=False Change=False
MeshFile=xfinish.GMT CollTarget=True HATTarget=False
MeshFile=xfinish1001.GMT CollTarget=True HATTarget=False
Response=VEHICLE,TIMING
Response=VEHICLE,SECTOR
}
 
And also pit lane corridors have to be minimized to minimum possible
and i mean both red and green .
Example normal corridor ---------------0----------------
Have to be set like this --0--
with minimum posible.

 
Now...
Bik movies....
Ive got a track with a tv screen that plays a video bik. ( I've checked and the video is in the maps folder).
In 3dsimed the tvscreen seem ok and ponting to the bik file and set animation to movie but shows in pink like is missing texture.
Does rf2 allow bik videos on tracks?
Any ideas??
 
Now...
Bik movies....
Ive got a track with a tv screen that plays a video bik. ( I've checked and the video is in the maps folder).
In 3dsimed the tvscreen seem ok and ponting to the bik file and set animation to movie but shows in pink like is missing texture.
Does rf2 allow bik videos on tracks?
Any ideas??
rF1 did but rF2 doesn't. You can have tv screen show the drivers view or you could use texture animation.
 
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