I remember heat buildup and cooling of the engine and brakes being of different values between the 2 sims.įor a fun test, find an rfactor mod that has a similar car to one of the stock GTR2 cars, say an NGT Porsche or Ferrari. I do take some of the entries from the rfactor versions to get it close in performance but the heart of the physics files are good ol GTR2. When ever I've converted a car from rfactor to GTR2 I just use a physics package from one of the stock GTR2 vehicles (or a mod with permission) and then tweak it to suit the car I'm converting. Regardless, both ways need 3DSimEd to do it.Įngine curve data is ok, just like gear ratios, it's some of the other engine values that GTR2 looks at differently. Then there are those who basically rebuilt the rfactor car/mod/track from the ground up to work flawless in GTR2. There are a lot of piss poor rfactor to GTR2 conversions where the individual just did what they had to so the rfactor mod would load in GTR2 without a CTD. The nice thing with Race07 is that the physics files are pretty much drop and drive so other than a few optional edit tweaks they work without issues with Race07 to GTR2 conversions. GTR2 may use the same gMotor2 game engine but it was rewritten for the type of game that GTR2 simulates.Įven the Race07 cars/tracks need to be opened, edited and saved in the GTR2 format and that's a SimBin product. Even some of the physics files need redoing when converting the rfactor cars. Not to mention that some material names need to be edited to match those of what GTR2 uses or results in a CTD.Ĭonverting rfactor cars to GTR2 is not like converting GTL cars where you can do it the poormans way and just rename a few files in Windows Explorer. Road and terrain shaders were updated after I made the tutorial.The rfactor mesh file (xxxxxxx.gmt) is not compatible with GTR2 and needs to be opened and then saved in the GTR2 gmt format with 3DSimEd. I suggest using a DX11 Studio397 track as a reference. Of course apply rF2 standard shaders and materials as described in the tutorial. You will need to modify the scn file including newly created instances. Save new instance with different name and also the modified original. Clicking the right button while dragging a rectangle with the mouse will prompt a menu where you select "cut faces".Ĭreate a new instance and paste the cut faces (ctrl+v). Each piece of road or terrain should be ideally below 1MB size to avoid huge performance hit.įor dividing objects you need to be editing a gmt (cannot be done within scn editing). Remember to divide terrain and road to smaller objects. Splitting by material will be useful for this. I can't remember if the road was already separated or if you also had to detach it. I think 3dsimed directly accepted fbx import but you have to find the export folder to which RTB saves it.Īfter that, I remember that I had to explode the terrain into smaller pieces. I was so disappointed that I really can't remember the exact steps I took. I guess that starting from a plane and creating the terrain from scratch gives you more control over the situation. The result was awful it was pretty much undriveable. I made a very basic conversion to rF2 just to check the result regarding the road exclusively. The last time I tried it, I did a simple draft work on a open road circuit around the factory I work at using the integrated Google utility. I simply don't like the result and the lack of control over what I am doing. Thanks for posting here instead of commenting on FB. I will try loading a dds texture to the object in 3dsimed and then try again with 3dsmax. One thing that is different in this gmt from the first track i converted that worked ok, is that the texture is not a dds. While trying to export the gmt from 3dsmax, the process fails with the following message: ""No texmap defined for stage 0, material ROAD11." I think 3dsmax cannot asign a texture to the material, but due to being such a newie on 3dsmax i cannot fix it yet. Tried to improve the track mesh of another track and I encounter some trouble. Separating the track object into five gmt solve the problem. Will try to separate the track gmt into five objects to see what happends -> solved is only one for the entire track, maybe the gmt gets really heavy and rf2 stops working properly. I dont know if this is normal, but one problem might be that my track object. I notice that the road gets really bumby the more divisions I make to the track object mesh. I'm refining track mesh to make realroad even better.
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