Discussion in 'Track Modding' started by tuki, Mar 12, 2020.
it contains 24H layout.
You need to create a multi/sub material in max then put the gmotor materials inside. Like MultiMat_1 material in the picture
The OLDB_ROAD01_WET is not part of a multi/sub material (which racesurface__02 is using). You can use the mutli/sub as a way to group materials like put all road materials in one or all driveable surfaces, the materials for a building, track objects, etc.
There are 5 multi materials in scene material. l think none of them are used by"racesurface_02".
So l have to use MultiMat which contains the OLDB_ROAD01_WET or create MultiMat and put it to use, do l ?
All these materials have to be in a multimaterial.
You can create a new multimaterial or use one of the existing ones.
Can anyone make textures for PBR ?
l changed some Materials to PBR.
Did l fail unwrapping UV ?
Roaddetailmap doesn't work.
For the error about "no texmap" make sure the materials have a texture at all stages, as they can be changed in the material editor it could be a dummy texture just to export the object.
For the road detial, have you made the roaddetail texture? If you've followed the docs for the uv mapping then it should be good. If not we could do a screen share or something and walk you through as I literally did that yesterday.
I could also help with the PBR textures.
Send me a message if you want. We could use Discord for the screen share.
Thank you Joan. l realized l have misunderstood stage 4 and slot 4.
GMT output was successful. But rdt doesn't work ...
Have you mapped the track for the road details in uv channel 4 (UV-D)?
Also I think it uses the last stage in max. (In the material editor is the last texture)
l unwrapped UV for rdt to 12ch then l changed map channel of stage3 to 12.
Is it not good ?
There're only 4 uv channels available 1-4. By default is at the 4th but can be changed. Copy this to the 4th and export again.
You can change which UVs to use for which maps in the Material Editor
1~4 are already used.
Should l overwrite one of them ?
I think you have to. In the material editor you can pick World Planar as the mapping instead of a UV channel but I don't know if it will match this unwrap.
For what do you need 1-4 already? BTW you'll need an other channel for the groove, I don't know if you've mapped that. I used the 3rd channel (UV-C) for it.
l did overwrite UV 2ch for now.
it looks good
Did you set the uv for it in material editor? I don't see dirt nor groove
l'm using temporary rdt for checking because l don't have "substance designer" ...
Oh... I see.
I have it so if you send me the fbx as explained in the docs I could make it for you if you want.
I'm very lucky that Joan helped me so l changed all shaders of racesurface to PBR.
Hi guys, I've been trying to get the Rallycross layout of Lienz to work in rF2. I've just about started to learn about track modding so I haven't got a real clue about textures and shaders, let alone PBR. The track works nicely, but when I try copy pasting the materials from the the latest version of track from this forum topic, it all goes downhill. Would anyone be interested in helping with that - just making the Rallycross layout look a bit nicer?
This is link to the base rf1 conversion:
And this is link to the one where I tried to be clever, but some things copypasted well, and some went completely wrong.
Separate names with a comma.