Hello there,
could someone help with a short tutorial on how to quickly bring unfinished tracks into krp from 3ds max. What is the minimum you have to have done, to be able to drive on it? I want to see how the track feels in-game.
are you guys doing a lot of trial and error: adjust in 3ds max, test in krp, readjust in 3ds max, etc?
thanks
track and grads is minimum. yes i often do that
the minimum may be just a plane named TRKASPH, no PIT, no Kerbs, without GRAS ... ;)
Thanks for the help but it's not enough. When I use the export plugin, it generates only the edf file, not the trp , map. Which files I need to have exported to open the track in krp and how to get them generated correctly. Thanks for helping out.
Overwrite lets say one of the original files lonato, export map then collision for trp.
and it is already enough
Quote from: outerran on May 28, 2013, 07:24:05 AM
Thanks for the help but it's not enough. When I use the export plugin, it generates only the edf file, not the trp , map. Which files I need to have exported to open the track in krp and how to get them generated correctly. Thanks for helping out.
EDF is used to export the file skydome and additional objects for the tracked ...
to have a driveable track, export MAP and TRP.
MAP = texture, shadows and reflections, ect ...
TRP = is the "physical" part where you can drive and collision ...
unpack the track.pkz, take lonato, rename all files with the name lonato with the name of your track ... and Replace TRP, MAP files, and the file RDF you get with Tracked... ;)
however, you can follow the final part of the tutorial "track conversion tutorial rfactor - kart racing pro"
Thanks guys for the help. Finally managed to ride my strip of bumpy asphalt. :)
I'll keep counting on your kind support in the process of building my first track :)