Tutorial to convert tracks from rFactor to rFactor2 with 3dsimed

Discussion in 'Track Modding' started by SPASKIS, Nov 9, 2012.

  1. Oddonis

    Oddonis Registered

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    Like how?
    Can you explain what you mean a bit more than that? Please.
     
  2. Oddonis

    Oddonis Registered

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    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.
     
    Last edited: Oct 29, 2017
  3. Oddonis

    Oddonis Registered

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    Nibiru, do you know how to add the drivers view?
     
  4. Nibiru

    Nibiru Registered

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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
     
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  5. Oddonis

    Oddonis Registered

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    Get error cant find material.
     
  6. Nibiru

    Nibiru Registered

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    Call the material video
     
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  7. Oddonis

    Oddonis Registered

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    Lets see if i got this right.
    I open in 3dsimed the object(video screen), in texture map put framebuffer.tga
    Correct?
     
  8. Nibiru

    Nibiru Registered

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    Correct but direct it to your maps folder and frame buffer yes
     
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  9. Oddonis

    Oddonis Registered

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    Thank you very much.
    It was not working at first because i had
    animation set to movie.

    Solved.
     
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  10. Nibiru

    Nibiru Registered

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    I personally use a t1mult2 for this and use a LED effect as the t2 and map it on channel 2 so I can scale as pleased
     
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  11. Oddonis

    Oddonis Registered

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    Last edited: Nov 15, 2017
  12. SLK

    SLK Registered

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    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?
     
  13. Oddonis

    Oddonis Registered

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    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.
     
  14. SLK

    SLK Registered

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    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.
     
  15. Oddonis

    Oddonis Registered

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    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.
     
  16. SPASKIS

    SPASKIS Registered

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    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.
     
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  17. SLK

    SLK Registered

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    in 3dsimed everything is fine.
    https://i.imgur.com/SjAYwlK.jpg
    I have also copied the UV coordinates from channel 0 to the others. Could you think of anything different i could have forgotten that might cause the missing realroad?
     
  18. SPASKIS

    SPASKIS Registered

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    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?
     
  19. SLK

    SLK Registered

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    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
     
  20. SPASKIS

    SPASKIS Registered

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    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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