Tutorial to convert tracks from rFactor to rFactor2 with 3dsimed

I'm not 100% sure but I think if a object is called RaceSurface* but has a shader which isn't RealRoad, RealKerb or their IBL counter parts it's shown yellow.
 
Hi there
how do I separate the street from the edge with "3DSimED31x"? I can't get rid of the yellow stripes in Abu Dhabi.

I deleted the street in the main track and then exported it to rF2 GMT file... and then tried to separate the street from the edge strips and then add them separately ... in the GMT file.

See pictures ... does not work like that .... I can only hide this.

Randstreifen.jpg Strassen Teil_ (Road117).jpg Greetings Catzylla
 
how do I separate the street from the edge with "3DSimED31x"?
The "easiest?" way that i've found is:
  • Make a copy of the object.
  • Import the copy to the scn too
  • Isolate object 1
  • Delete the stripe polys in object 1 and save it
  • Delete the rest of the polys in object 2 and save it
 
Hi there,
if I understand that correctly now ... I've already tried that. The result was a flicker on the street.
The edge strip turned turquoise (correct) and yellow / green (incorrect).

I thought .. see photos .. Separate edge stripes t0_XX ... Separate street (with RealRoad) racesurface_t0_XX .... then insert these individually ..as Objects.. into GMT and scn? Abu_Dhabi  Track.jpg Abu_Dhabi turquoise track edge.jpg
 
I thought .. see photos .. Separate edge stripes t0_XX ... Separate street (with RealRoad) racesurface_t0_XX .... then insert these individually ..as Objects.. into GMT and scn?
What i do is to edit the scn manually and add a new section for the new gmt.
 
Hi there
how do I separate the street from the edge with "3DSimED31x"? I can't get rid of the yellow stripes in Abu Dhabi.

I deleted the street in the main track and then exported it to rF2 GMT file... and then tried to separate the street from the edge strips and then add them separately ... in the GMT file.

See pictures ... does not work like that .... I can only hide this.

View attachment 36212 View attachment 36213 Greetings Catzylla
In Addition to what @lagg has written already, i would suggest to use the Function "Erase Geometry", in the "Edit" Tab.
In my Opinion, it's the easiest and quickest Way to delete all Polys that use a specific Material.
 
Hello everybody,

Thanks to .. Jka .. Felix .. lagg .. redapg .. for helping me with my problem with "Abu_Dhabi" !!!!

redapg gave the ... hint ... that I was waiting for.

So I could separate the street material from each other. Problem solved !!

Thank you Catzylla
 
Hello everybody,
I have another problem!

In curves close behind the curbs there are tires that prevent the "cutting off" from the curbs.

No problem when driving hotlaps ... But in the race against the Ki's ... especially after the start, these "fixed" tires cause collisions and traffic jams and the safety car comes out every time .

This means that a good race is not possible.

In 3dsimed I changed the "obj..Tire .." ... Drivable from "True" to "false" .. no success.

Now I thought ... I just remove the "obj..Tire" from GMT and .scn ... The result: ... the tires are no longer visible! ... but you still drive against it, although there is no longer any tire there.

How do I get "passable" tires ???

I hope for help ... Catzylla
 
Hello everybody,
I have another problem!

In curves close behind the curbs there are tires that prevent the "cutting off" from the curbs.

No problem when driving hotlaps ... But in the race against the Ki's ... especially after the start, these "fixed" tires cause collisions and traffic jams and the safety car comes out every time .

This means that a good race is not possible.

In 3dsimed I changed the "obj..Tire .." ... Drivable from "True" to "false" .. no success.

Now I thought ... I just remove the "obj..Tire" from GMT and .scn ... The result: ... the tires are no longer visible! ... but you still drive against it, although there is no longer any tire there.

How do I get "passable" tires ???

I hope for help ... Catzylla
Check (load the Track in 3DSimEd3), if where the Tires are, also invisible Collision Objects are and remove them from the .SCN too.
The more elegant Solution is, to leave everything as it is and edit the AIW File. ;)
 
Hello redapg,

YES ... you got the right clue again.
I removed the collision points and now the area is "passable".

Now I thought ... I "put" the tires .. without collision points .. again and then I have a "ghost tire" that can be driven on.

No .. not possible ... not passable !!!

How do I make a "ghost tire" ?? ... which can be seen optically ... but can be driven on?

I don't know how to edit the AIW file.

Greetings Catzylla
 
Hello redapg,

YES ... you got the right clue again.
I removed the collision points and now the area is "passable".

Now I thought ... I "put" the tires .. without collision points .. again and then I have a "ghost tire" that can be driven on.

No .. not possible ... not passable !!!

How do I make a "ghost tire" ?? ... which can be seen optically ... but can be driven on?

I don't know how to edit the AIW file.

Greetings Catzylla
I'm not sure if i understand you right.
To get Tire Stacks, with that you can not collide, in the scn File, set the Tag of the Mesh from CollTarget=True to CollTarget=False.
That should do the Job.
To explain how AIW Files can be made/edited, to get a better AI Behaviour, can not be answered in a few Words.
But you can get every Information about it in the WWW. ;)
You can start with this Thread.
And when i'm not totally wrong, the User @t0p5ecret has made some Videos about it, too.
 
Thank you redapg

If I start "editing" with the AIW file ...
I would like to get in touch with you if I have any questions.


Greetings Catzylla
 
Hello redapg,

it works with the "ghost tires" ... several races without collisions of the Ki's ... so no safety car !!

Problem solved !!

Greetings Catzylla
 
Hello everybody,

I was helped a lot .. with my last problem ..!

Now another problem.

See attachment .. I converted 2 routes and used the same Real Road Shader and textures for both routes.

Suzuka_Karting the fine asphalt .. (great) ..
I copied this Real Road Shader and textures and pasted them in Wackersdorf ... (also the textures in Maps)
BUT !!
Wackersdorf_Karting has a rough asphalt ... (bad) ...

Where does the rough asphalt come from ????


Greetings Catzylla
 

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Hello TTM,

my respect and thanks for the quick help.
I took over the UV scaling from Suzuka Karting.

Problem solved !!

Thanks again, greetings Catzylla
 
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Hello everybody,

I have another question...

if you now drive against the sun ... reflects (shines) the entire road ... you get that "toned down" ??? Less shiny ... ?? (Latitude = 52)

Greetings Catzylla
 
Hi! I had a problem doing it. I am trying to convert Phoenix91 to rfactor 2. I did all the things you did in the begining of the first vídeo but when I get in the DevMode and try to load the track, it shows the correct opening picture jpg and the loading bar progressing normaly. When the bar reach 100% and the screen just go back to the inicial menu of Rfactor 2, closing the devmode program.

Any clues?

PS 1)
The .scn file was a bit diferent from the vídeo, but I copied the output file created and pasted in the end of the scn file as showed in the vídeo.

PS 2)
I didnt edit the gdb file as you did in the video, becouse all the name was already correct "phoenix91"

I'm attempting the same conversion with no luck (the 89 version available on racedepartment)

I might just not know what I'm doing, but I can only access the track by packaging it, but it crashes to windows when I load it. I exported the textures first in 3dsimed then the objects waiting till it was done. I created the loose folder in the Mod Dev folder and nothing shows up in game in mod mode. I'm pretty sure everything is in the right place. Is there an extra step to accessing a track mod in mod mode apart from just setting up a normal race? Am I missing something?

pics of location folder and files:
https://imgur.com/gallery/UHEVKeP

or if anyone wants to share a file for this conversion I'd appreciate that too!


edit:

have managed to access the track via the loose folder in dev mode, but it still crashes to desktop
 
Last edited:
ok have made progress.... deleted a space in the gdb file and I can now open the track but there is no road so I just fall through the ground
 
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