Tutorial to convert tracks from rFactor to rFactor2 with 3dsimed

Dont want to use texture animations.
The idea is to put a bink video on a converted track.
Rf1 track plays them ;
Converted doesn't...
Howncan i put the drivers view like you say?
Please advise.
 
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You need to use a fake (do not put one in your files) texture called framebuffer.tga (the game finds it in it's own files)
Then tick the render target and export.

Thats it
 
Lets see if i got this right.
I open in 3dsimed the object(video screen), in texture map put framebuffer.tga
Correct?
 
El racesurface se implementa a los t0_s0.gmt , t0_s1.gmt etc...que son los gmt de la carretera.
Ell scn lo tienes mal editado.
Mirate otra vez el video con paciencia.
Si no te sale , vuelve a preguntar y vemos algo más.
 
El racesurface se implementa a los t0_s0.gmt , t0_s1.gmt etc...que son los gmt de la carretera.
Ell scn lo tienes mal editado.
Mirate otra vez el video con paciencia.
Si no te sale , vuelve a preguntar y vemos algo más.

Does it mean, they have to be named exactly as shown in the video (racesurface_t0_s0.gmt etc.) or just in an ascending order like racesurface_turn1.gmt, racesurface_turn2.gmt etc? i speak no word spanish, so maybe you point to smth whole different and i've translated it just badly. anyways, thanks for the answer.
 
The way i do it, i rename the t0_s0.gmt etc...
To racesurface_s0.gmt , racesurface_s1.gmt etc...
So on.
I dont know if renaming it differently would work.
 
hi guys, im struggleing with the real road for a few days already. maybe someone can help me out. i used the material from joesville in 3dsimed and renamed the road-parts in "racesurface_xx". deformable is set to true aswell.

https://i.imgur.com/LzsBNIJ.jpg
https://i.imgur.com/mUk9uyc.jpg

any idea what i might have missed?
IMO it should work. How are you sure it doesn't work? Can you be more specific?

Does it work in 3dsimed? There is a slider in the material tab where you can check for groove, rain and marble effects.

Sometimes UV coordinates are not properly stablished in secondary channels being used for real road graphical representation. Copying UV coordinates from channel 0 to other channels should help here. You can scale them later within the same menu. This is a bit confusing. Mess with it until you understand it.
 
Not sure.
Are racesurface objects made out of faces using only real road based materials?
Is the road width split into several elements?

Again. Why are you sure it is not working? Due to graphics? Or grip is not changed?
 
Are racesurface objects made out of faces using only real road based materials?
I tried it several times by using the joesville textures only, now ive changed the road-texture back to the previous one. here are they, if you want to take a look at them: http://www.mediafire.com/file/vgj1blqaw3chcqj/textures.zip

Is the road width split into several elements?
No, except for the pit in/out maybe

Again. Why are you sure it is not working? Due to graphics? Or grip is not changed?
Due to graphics
 
I tried it several times by using the joesville textures only, now ive changed the road-texture back to the previous one. here are they, if you want to take a look at them: http://www.mediafire.com/file/vgj1blqaw3chcqj/textures.zip


No, except for the pit in/out maybe


Due to graphics
Then it is probably working.
Real road affect nodes so unless you divide the width into several polys as it is in Joesville you won't see anything.
 
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