![]() (Later on we replace these sectors with our fresh 3D sectors) Delete all the GMTs besides the xSectors. Also, delete all the instances besides on the bottom the needed sector and start/fininsh/pit.gmt lines I wrote in the text here before. SCN file, remove all the lights inside the Lighting group. Leave only the one that says MASFile=COMMONMAPS.MAS Remove the lines starting with //MASFile.This will avoid some texture mismatches for now. Duplicate the line SearchPath=\ASSETS\MAPS.Modify the SearchPath following the name you gave to the folders before.Adjust the other values as you want and don't forget to change the name of the TerrainDataFile accordingly. Change the first line of the code with the name you used on the file. GDB file (I suggest you to use Notepad++). That way you can simply assign a json to one of your new materials and learn from how they made it. I prefer to keep the loch drummond materials (json files) and their Maps folder. Rename them the same way you did on previous item. Open the folder mentioned above and delete all files but the.A tdf with Speedy.tdf and a Speedy.scn with what I wrote above (main folders for textures, gmt's, animations and materials. ![]() So if you want a track with name Speedy, you need to have a root folder with name Speedy. Rename Loch_Drummond.tdf as desired and do the same on the root folder with the same name. Duplicate the Loch Drummond folder inside ModDev/Locations and rename it the way you want (avoid white spaces, use underscore instead).Here's what I usually do to get starting in no time. It will be exported as a GMT file in 3dsmax + material by RF2 + RF2 installed GMT exporter plugin. RaceSurface_00.gmt (Material IBL_ROAD with Real Road Shader _00, _01, _02 etc as ID ) xfinish.gmt (Material ROADA as example for all besides the RaceSurfaces) SearchPath=GEM_Fuji_2021\GEM_Fuji_2021_LongĮxample of the Fuji track structure and how I setup the 'Search and MaterialPath' in the SCN file: ( See full image)Īnother example like a normal track structure is made, both work or even multiple track versions (short and endurance) can be both in a seperated map but the scn path should link to the correct GMT, MAPS folder.Ī basic track needs at least these exact gmt's names to work in game : MaterialPath=GEM_Fuji_2021\Assets\Materials How to include the Materials (json overwrite path): The fat line is new in the SCN file. Since latest PBR shaders 2020 by RF2 there is a json material path that is included in the scn file: It's handy to overwrite a material with a json and edit your material afterwards this way thru the webbrowser while your track is loaded in game. Actually overwrite the GMT with new settings you give it. (Will be showed in future tutorials)Ībout the shader for guys only using Blender 2.79/ +2.8 with 3dsimed: Real Road Shader is also a good one but then you need to set all textures in 3dsimed and re-export it to a gmt. What if we make all RaceSurface_FUJI2021_01 to _32 numbers and just use the same ROAD_FUJI2021_WET name? Correctly we can set all these afterwards with just changing one json setting or add textures thru the material editor. * = (01) can be whatever but actually you make life more difficult doing this. Shader: L2IBLROAD (Editable in material editor with json) Material name: ROAD_FUJI2021_(01)_WET if you want leave out (01) * GMT instance and naming: RaceSurface_FUJI2021_01.gmt It's what you prefer but clean naming is very professional I think. But could also name them like _grid _chicane. We then need to make it easy for us to remember the pieces. RECAP EXAMPLE: Let's say I make a 3D road mesh part for our FUJI2021: In all coming tutorials I will show how you do this in Moddev mode. Your GMT meshes are showed in game by a ' yourtrackname.SCN ' (scene) file that tells the game engine which gmt files to load. (3) gMaterial Shader (Or should I say IBL/PBR shader since 2020)ġ + 2 + 3 = exported to a GMT directly from 3dsmax OR basic GMT export in Blender with added shaders by 3dsimed (For road take Real Road shader -) ) Simple said: A 3D mesh in RF2 game is a GMT build this way, I mean, how will a 3D object be represented in game and how does it all link together? If you are new to Rfactor 2 and coming from Assetto Corsa like me, there are a few changes in terms of materials and object names for a typical race scenery.Īctually I prepared a scene with OSM satellite data in previous: articleīefore going full at it, you need to understand the Rfactor 2 game engine for a small bit.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |