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Mods => Track Editing => Topic started by: Racehard on January 07, 2011, 01:50:19 PM

Title: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Racehard on January 07, 2011, 01:50:19 PM
Hello,
I finished the conversion tutorial today, with the great help of vizzz I managed to convert a track, so I decided to write an accurate tutorial for everyone  who has not that much 3ds Max knowledge like myself. So don't thank me thank vizzz ;)

At first you will have to get the textures and 3d gmt files out of the .mas files of your rFactor track.
Therefore you need the gMotor 2.0 MAS Utility
from here:
http://rfactor.net/web/rf1/devcorner/

Open the mas utility and just drag and drop your track's .mas file into the window.
Mark all -> right click -> extract -> now extract it into a folder of your choice.

The next step is to convert all the .dds texture files into .tga files
Therefore you need the dds converter
You get this small tool from here:
http://www.mediafire.com/?9ndsalpfw9krwpl

Note! To avoid any kind of scale problems, after importing the track to 3ds max you have to correct 2 settings in 3ds max:
Go to the top bar --> Customize--> Units setup...  --> set it to Metric and Meters --> then click on the "Sytem Unit Setup" button --> set the system unit scale to meters  and your done, now your track should have the same size like in Bobs Track Builder and forget anything else I wrote about rescaling the track ! ;)


Now you have to bring the track into 3ds Max, so you need the gmt importer plugin and script for 3dsMax and also rF hardwareshaders.
You get the gmt plugin at:
http://rfactor.net/web/rf1/devcorner/     rFactor Max Plugins (32 Bit)
Installation:
Extract the zip file into C:\Program Files\Autodesk\3ds Max\stdplugs\

You get the script from the attachment of reply # 4 http://forum.kartracing-pro.com/index.php?topic=95.0
Installation:
Extract the zip file into C:\Program Files\Autodesk\3ds Max\Scripts\Startup\

You get the hardwareshaders from here:
http://www.mediafire.com/?lebpwmw8l9lq7lb
Installation:
Extract the zip file into C:\Program Files\Autodesk\3ds Max\hardwareshaders


(In the following the marker will show you where to click)
Start 3ds Max

EDIT: You should set the units setup to meters, so that you may avoid the rescaling of your track at the end (I'm not sure if it helps)
Click on Customize (at the very top bar in the middle) -> Units setup... -> select Metric and meters -> OK


Click on the hammer symbol-> MAXScript --> choose gmt2 Importer -->
change the additional texture path to wherever you saved the TGA textures of your track-->
activate No smoothing (my 3ds Max freezed when I had selected proper smoothing) -->
Import a directory--> search for the folder where all your .gmt's of your track are saved

(http://www.abload.de/image.php?img=1issr.jpg)
(http://www.abload.de/image.php?img=2gpcv.jpg)


Now it should take a bit time and all the textures should be found automatically (if not, some textures are missing so 3ds max tells you to find them manually, if you can't find them use spare textures you can still replace them later on with some proper textures)
When this process is finished you are going to see the whole track with all textures and also the Material Editor window.

In the Material Editor window you see all the sub materials of the multimaterial.
As a next step you need to change all gMat materials into standard materials.

So press the button grass2 (gMat)
3
(http://www.abload.de/image.php?img=31h46.jpg)



--> scroll down in the marked area until u see the textures area at the bottom (now you may see 3 textures, at my track there was the normal colored texture, and 2 others with a similar but bit more specified name which are not of interest // you will understand what I mean during the next steps) -->
Press on the first button Map #76 (gTex)
4
(http://www.abload.de/image.php?img=4mioi.jpg)




--> At first, note or remember the name of the texture (as you can see it is just named ground_grass003.tga without any _spec or whatever, if you would open this texture from your tracks texture folder you would see that it is just the normal colored one, so exactly the one you need) -->
Now as a second step click on the yellow marked small button in the top row to get back to the area where you have been before (picture above) or you choose grass2 where currently the name Map #76 is shown, both ways bring you back to were you have been before.
5
(http://www.abload.de/image.php?img=50dc9.jpg)


When you are back at the grass2:
Click on gMat --> Material/Map Browser opens
6
(http://www.abload.de/image.php?img=65gtm.jpg)


Material/Map Browser:
Choose Standard --> click OK
7
(http://www.abload.de/image.php?img=73coh.jpg)


The grass texture turned grey therefore you had to remember the name of the texture ;)
--> click on the small yellow marked button right beside Diffuse --> Material/Map Browser opens again
8
(http://www.abload.de/image.php?img=8sc6u.jpg)


Material/Map Browser:
Double click on Bitmap --> navigate to the folder where all your TGA textures of the track are located and search for the certain texture of which you have had to note/remember the name
IMPORTANT NOTE for textures:If you have tree textures in your scene on which you want the sky above to be transparent, they NEED an alpha channel, so if you convert from dds to tga there should still be the alpha channel, if not you'll have to create it. Therefor I would suggest, that you convert your texture to png and cut away and delete the sky above the trees, afterwards convert it to dds and an alpha channel will be automatically created, then convert it back to tga. Another way to create the alpha channel would be to do it in photoshop directly at the layer menu.
Another important thing is that you should add the prefix CK_ to your tree textures name. (eg. CK_tree.tga ) this will prevent problems with the visibility of trees which are behind each other in the scene.
9
(http://www.abload.de/image.php?img=9efx4.jpg)


After that you get back to the Material Editor, there you have to press the checked cube button, to make the textures you have just chosen visible at your 3d scene

10
--> now you have to click 2 times on the top right button in the blue circle to get back to the basic Material Editor page where all the other submaterials are shown.
(http://www.abload.de/image.php?img=10di3u.jpg)


At the basic Material Editor page you now can see that the grass2 submaterial isn't a gMat material anymore but a standard one and that's exactly what you want.
11
(http://www.abload.de/image.php?img=113d16.jpg)



That's how you change the gMat materials into standard materials, now do it the same way for all the other submaterials in the list.

(Note: Afterwards you can close the Material Editor you can open it up again with pressing the M-key of your keyboard)




When you finished changing them all into standard materials, your next bigger task is to rename all objects in the scene with proper names.
You find these names in PiBoSo's track creation manual under the category Names.
http://tools.piboso.com/index.php/Track_Creation_Rules

Read completely through that section and you should be able to match the existing objects of your track with the correct names of PiBoSo's guide. If not just ask in this thread ;)

To rename objects in the scene is pretty simple, it works as follows:

(At first you have to get in selection mode of 3ds Max --> press on the marked button in 3ds Max top task bar see picture beneath) 
For example you begin with the main track surface, just select the track surface by clicking on it, for selection of the track surface 3ds Maxs' Top view is advantageous (selected objects appear white, before selection they have any kind of color).
Now you see the objects name at top right position "t0_s0", rename it with the proper name which here is TRK (the prefix), followed by ASPH (for main track surface) so the complete new and correct name is: TRKASPH_object1

12
(http://www.abload.de/image.php?img=12rmyg.jpg)

------> 13
(http://www.abload.de/image.php?img=13tm1j.jpg)

Let me give you another example, for a tyre wall, select it and rename it:
WLLTYRE_object1,2,3....

The parking lot would be:
OFF_TRKCONC_object1  (OFF_ is an additional prefix for asphalt/concrete objects)

Note:You can rename more objects at once, this will make the renaming process way faster, just follow these instructions:
You have to select one group of objects (using ctrl + left click)
Tools (top task bar) --> Rename objects and fill in  "base name", "prefix", "subfix" and "numbered" (starting from 1 always) using Pibosos guide

EXAMPLE:

Base name: ASPH
Prefix: TRK
Subfix: _object
numbered: 1


That's how you rename all objects.
When you finished with renaming them you are almost done with the 3ds Max part.

As a last step in 3ds Max you have to export your scene 2 times.
One file hast to be a collision file .trp and the other one a map file .map.

For exporting you need the EDFexp plugin
http://tools.piboso.com/index.php/Export_Plugin
Install it like PiBoSo explained.


The exporting process:

File --> Export...

Save in your new track folder named like the track

Let us start with the .map file
14
(http://www.abload.de/image.php?img=14rmu6.jpg)
15
(http://www.abload.de/image.php?img=15wm84.jpg)


Now the .trp file
16
(http://www.abload.de/image.php?img=163mxd.jpg)
17
(http://www.abload.de/image.php?img=17vm25.jpg)

If ending log is shown while the converting process it is finished.


That was the whole 3ds Max part of the conversion :)



Next you will have to work with PiBoSo's Track Tools (Track Editor/ TrackED and Map Viewer) software, which you get from here: http://www.kartracing-pro.com/?page=downloads

Which both are pretty good explained here:
Map Viewer: (in Map Viewer you can open your .map file and see if it looks alright)
http://tools.piboso.com/index.php/Map_Viewer

TrackED: (in TrackED you finish your track for KRP)
http://tools.piboso.com/index.php/Track_Editor

Follow PiBoSo's Workflow instructions:
•   Create a centerline
1.   Centerline -> New
2.   ....
If you finished that, you will have to create the Race Data.

Just play around a bit with the values and you will understand how it works.
(save the finsihed Race Data as .rdf file with the same filename as your .trp and .map file into the same folder)

(http://www.abload.de/image.php?img=18dn04.jpg)

And don't forget to set checkpoints to prevent cutting the track! In top right of the race data window you see the checkpoints, works exactly the same as setting up sectors, so just add as many checkpoints as you need to make the track secure against cheating.



This step is followed by the last part, bring it ingame :)

Right now you have the three files StyriaKarting.map, StyriaKarting.trp and StyriaKarting.rdf all in your track folder (StyriaKarting).

Navigate to the Kart Racing Pro main directory and copy the file tracks.pkz to a place of your choice (desktop or anywhere else), this file is a zip file, so you can open it with winrar or another archive program winzip etc. Inside the tracks file there's tracks\lonato. Extract the lonato folder to
X:\Program Files\Kart Racing Pro\tracks\ 
and rename it into your tracks name (StyriaKarting).

Inside the folder rename all lonato.xxx files into your tracks name (StyriaKarting.xxx)
-->  delete the file bestline.tl  --> copy and overwrite your three track files StyriaKarting.trp, .map and .rdf into it.

Now open the file StyriaKarting.ini (configuration file) with windows editor accessory and type in the correct data of your track)

The very last step before you can enjoy your new track in kart racing is to exchange the TGA pictures with appropriate ones of the same size and name showing your Track ;)


I hope this tutorial helped you enough to manage the conversion by yourselves :)

If you still have a question or something isn't working as expected feel free to ask here.

Note: Don't forget to ask the rF track creator for permissions, if you are allowed to convert it :)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on January 07, 2011, 01:58:34 PM
woaw :D

I don't read all but this is very usefull for a lot of people here :)

Thank you (you and your mentor of course!)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Eslotes on January 07, 2011, 02:42:47 PM
People Convert the track please do it for the comunnity xD
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Diswanio on January 07, 2011, 03:45:28 PM
Wow, thank you for your efforts man!
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Racehard on January 07, 2011, 05:57:21 PM
Thanks :)
__________________________
!!!

I just realized that I have forgotten to write about the hardwareshaders you need before importing with the gmt2 importer.

I added them to the tutorial direct under the gmt2import script instructions.

!!!
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Fredrik on January 07, 2011, 09:11:54 PM
Realy good with a detailed walkthrough of the conversion process. Is there anyone out there that use 3DSimED that would know if this tool could simplify the process? And if so could give a hint of what to use 3DSimEd for?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on January 07, 2011, 09:33:06 PM
First problem for me:

I haven't any .MAS file except sky.mas, but this it isn't mine at all (last modification 2008)

But I can see DDS and other files into "gamedata/locations/my track/" folder, are those the files which I have to convert to TGA?

Thank you again and sorry if this is a stupid question :)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Racehard on January 08, 2011, 12:35:42 AM
Quote from: Aritz on January 07, 2011, 09:33:06 PM
First problem for me:

I haven't any .MAS file except sky.mas, but this it isn't mine at all (last modification 2008)

But I can see DDS and other files into "gamedata/locations/my track/" folder, are those the files which I have to convert to TGA?

Thank you again and sorry if this is a stupid question :)

No problem,
If you have no .mas file, the files you need are already outside in your track folder.
Take all DDS file you find in your track folder and convert them to .TGA (put the converted TGA's into a folder "TGAtextures" (for example) so you can select the path like you see in picture 2 step 4. ) Then picture 2 step 6. select the folder with all the .gmt files of your track (so you could directly select your track folder I guess).
Hope that helps ;)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on January 08, 2011, 02:24:13 PM
Your guide is incredible, everything is clear like water! Congratulations :)

I realised that the name change is a looooong work :)

My first extrange thing is this: I can see walls in the middle of the track but there aren't in BTB:

(http://img510.imageshack.us/i/33785020.jpg/)

(http://img339.imageshack.us/i/29090112.jpg/)

Also I've lost the mix of the background and grass in 3dMax:

(http://img821.imageshack.us/i/47316386.jpg/)


When I export to pibosos track editor, I have an issue: The track is very short, the scale is wrong (so wrong). Piboso said that I have to rescale the track using 3dmax but of course, I have no idea how to do this :) Can you help me?

Thank you for helping me, I am sooooo noob in this kind of programs, sorry :(
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on January 08, 2011, 02:30:41 PM
I could easily delete these walls :) Don't explain me anything about it ;)

And I realised why I can't see the background mixed and walls are black... In rFactor I had the same problem, it didn't load my edited textures (tress, boxes and google earth captured background)

Maybe I have to ask to other people with better BTB use knowledge...
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Racehard on January 08, 2011, 03:18:18 PM
Hello Aritz,

I am happy to see, that you are finding your way through the tutorial :)

I have to add, that you don't necessarily need to rename all objects with correct names. You just need to rename the objects with correct names which the kart should collide with/drive on and only objects with correct names have shadows, if you just leave for example all houses with the standard/wrong name, you will still see them ingame but you candrive through them like if they were ghosts. More shadows also mean nicer optics but lower frames ingame so you have to find a balanced way.

I also had the rescaling problem, but you can fix that easily. At first you have to find out how big your track is in reality, I used the scale of google maps for that, which is not the accuratest way I have to say. For sure there is a more accurate way but at the moment I have no better idea than that.
At first select the rescale tool at the top bar, then select your whole track and make sure to rescale with clicking on the inner part of the triangle, so you scale your track in all three dimensions, otherwise your track will be bigger but flat. At the bottom besides the X: and Y: you see the position of your mouse cursor in meters (the distance to the center is measured).
(http://www.abload.de/image.php?img=rescaletrackqirf.jpg)

ps:. don't forget to save your scene more or less often and also make a safety copy if something goes really wrong with the scene ;)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on January 08, 2011, 05:22:33 PM
THX

I assume that track width rescales will rescale the track long too :)

I've thinking about missing textures. I see red squares when I am changing from gmat to standard (in grass, walls etc) I can see them well in BTB, but rFactor crashes when I load my track with this kind of messages:

"Error loading texture Magescq for material grass0_0" (Magescq is my track and grass0_0 is a default pack texture that I modified with a better one)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Racehard on January 08, 2011, 05:28:05 PM
Quote from: Aritz on January 08, 2011, 05:22:33 PM
THX

I assume that track width rescales will rescale the track long too :)

I've thinking about missing textures. I see red squares when I am changing from gmat to standard (in grass, walls etc) I can see them well in BTB, but rFactor crashes when I load my track with this kind of messages:

"Error loading texture Magescq for material grass0_0" (Magescq is my track and grass0_0 is a default pack texture that I modified with a better one)

If you do the rescaling like in my picture, It will work in all three dimensions x,y,z so the proportions stay the same.

I am sorry I don't understand your problem with the textures? Pls make some screenshots :)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on January 08, 2011, 06:06:08 PM
Following your instructions, I have to change from gMat to standard. In most I see this:

(http://img98.imageshack.us/i/46302578.jpg/)

(http://img233.imageshack.us/i/37144801.jpg/)

I think this other is important to understand it. BTB shows:

(http://img255.imageshack.us/i/74579586.jpg/)

BUT 3dmax don't!

(http://img213.imageshack.us/i/19994618.jpg/)

Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on January 08, 2011, 06:11:05 PM
Aparently you have the extrange issue, the grass walls in the middle of track... WTF?

http://www.abload.de/image.php?img=31h46.jpg
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Racehard on January 08, 2011, 06:21:14 PM
You don't need the grass walls, delete them. I also deleted them.

It looks like that the tree textures are missing. Were they missing direct from the beginning when you imported the track?

Can you find the tree textuers in your folder with all the TGA texture files of your track?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on January 08, 2011, 06:47:16 PM
No I don't... These textures are jpg and they are only in rfactor folder...
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Racehard on January 08, 2011, 07:15:06 PM
Well ok, you need these textuers as well in 3ds max. You have to convert them to TGA and they need an alpha channel, that's all a bit complicated to explain, do you have an instant messenger?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on January 08, 2011, 11:11:20 PM
After your conversion of the trees file (fondo largo) I could run the track fine in rFactor. The only problem is that this texture is no longer transparent. Now the tree wall is quite ugly because the sky isn't visible through the trees as before. Don't bother at this point, as we talked before, the first is to improve the track and after this, texturize the track using my real photos :)

This is usefull for begginers like me: You have to change the textures after convert them from JPG to DDS :) Even if BTB lets you to load JPG files when you want to you use your photos of the track objects, you have to convert them first to DDS
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Racehard on January 09, 2011, 10:09:26 PM
Yes, if you delete the sky in the trees texture, so that there are just the trees left, and then convert the texture to dds, an alpha channel is built automatically and that's what is important for the transparency of the tree textures sky. Afterwards just convert the dds to tga with dds converter and use it for krp :)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Boris Malinov on January 14, 2011, 11:45:53 AM
I have one quesion:
I make Bulgarian track lauta:
First: when i load track to map viewer or track editor, i don't see the asphalt,  i see only grass and black asphalt?
Where i wrong?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Racehard on January 14, 2011, 12:52:04 PM
Can you post a screenshot?

Maybe you didn't name the asphalt correct?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Boris Malinov on January 14, 2011, 01:00:15 PM
Here:
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Racehard on January 14, 2011, 01:07:05 PM
First of all, you should delete the vertical "grass walls" on the track in 3ds max you don't need them in krp ;)

How does the track look in 3ds max?
Did you name the track surface correct?
And is there the possibility that you have a sky background in 3ds max? You should also delete that.

Please post a picture of how the track looks like in 3ds max.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Boris Malinov on January 14, 2011, 01:13:26 PM


If, i learn how to make tracks, i will make all tracks in world i promiss!
I have a lot of free time :)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Racehard on January 14, 2011, 01:23:47 PM
Quote from: Boris Malinov on January 14, 2011, 01:13:26 PM
If, i learn how to make tracks, i will make all tracks in world i promiss!
I have a lot of free time :)
Haha awesome :D


Don't worry I will help you with all your conversion problems as good as I can ;)
What is the big black area behind? Is it a wall without a texture?

I can't see any bigger mistakes at your screen, but maybe you did not name the track surface object correct in 3ds max and that's why the problems occur after importing. Did you follow the whole tutorial till the exporting step and did you understand every step?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Boris Malinov on January 14, 2011, 01:35:23 PM
Now i make other Bulgarian track, because, i renamed some textures maybe problem comes from...

Thanks, i will share my results :)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Racehard on January 14, 2011, 01:37:50 PM
If you rename the textures you perviously loaded into 3ds max with the whole track, don't change the name of the textures or the path where they are saved otherwise 3ds max won't find the textures anymore.

I am looking forward to your tracks :)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: PiBoSo on January 14, 2011, 01:54:30 PM
Quote from: Boris Malinov on January 14, 2011, 11:45:53 AM
I have one quesion:
I make Bulgarian track lauta:
First: when i load track to map viewer or track editor, i don't see the asphalt,  i see only grass and black asphalt?
Where i wrong?

Please make sure that asphalt texture doesn't have an alpha channel.

Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Boris Malinov on January 14, 2011, 02:09:35 PM
Moment, i not understand this:
How i make the chicanes?
I've found where is the problem, when i export collision all it's ok, after i export MAP all it crash???
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on January 19, 2011, 10:17:21 AM
Hi racehard :)

You should add the "system unit setup" adjust in your tutorial :) 3dmax comes with this scale in inches ;)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on January 19, 2011, 11:21:46 AM
I had some problems when I imported the track:

-All the transparent textures like trees, fences... aren't transparent in 3Dmax :(

-The kerbs are texture less, they are blank now. The rest of my customized textures are ok (except the transparency), only the kerbs are white.

-My track has google map photo mixed with the grass texture for improve realism but I only see the grass in 3Dmax :(


I used alpha channel in transparent textures and they were converted from PNG to DDS
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on January 19, 2011, 01:00:27 PM
I've been playing with tga files and I see what it is happenning... When I convert from DDS to TGA, the transparency is gone because "someone" has filled the holes with a BLACK or WHITE texture...

Sorry, I am completely noob with photo edition as well lol
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Boris Malinov on January 19, 2011, 04:48:32 PM
Very, 10x Racehard and PiBoSo, i finish my local track LAuta in Bulgaria this week, and i will drop here:) 10x again :)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Racehard on January 19, 2011, 06:20:10 PM
Quote from: Aritz on January 19, 2011, 10:17:21 AM
Hi racehard :)

You should add the "system unit setup" adjust in your tutorial :) 3dmax comes with this scale in inches ;)

Thanks Aritz, I have just added it to the tutorial ;)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Boris Malinov on January 19, 2011, 07:24:08 PM
I have last my problem to finish my track, today i runing all your steps in tutorial, all it's ok, but i'll run the game, select my track and = Don't send erroe kart.exe

this is the track, you can see where i wrong - 10x :)
http://bestnews-bg.com/resize.rar
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Racehard on January 19, 2011, 07:43:10 PM
Are you sure that you followed all steps exactly? I can't tell you what the error mesage means, but I am sure that you might have forgotten something.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: PiBoSo on January 19, 2011, 08:33:16 PM
Quote from: Boris Malinov on January 19, 2011, 07:24:08 PM
I have last my problem to finish my track, today i runing all your steps in tutorial, all it's ok, but i'll run the game, select my track and = Don't send erroe kart.exe

this is the track, you can see where i wrong - 10x :)
http://bestnews-bg.com/resize.rar

Make sure you created the centerline: http://tools.piboso.com/index.php/Track_Editor#Workflow

Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Boris Malinov on January 19, 2011, 09:21:54 PM
In the track editor and map viewer all it's ok where it's problem?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Boris Malinov on January 19, 2011, 09:50:21 PM
Problem was in center line, 10x guys :))))) (party) tomorow i'll public my track, will see more tracks from me :)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on January 20, 2011, 01:25:18 PM
Thanks to other forum member PLATEAO, I can suggest you something very usefull for renaming the objects!

You have to select one group of objects (using ctrl + left click)
Tools, Rename objects and fill "base name", "prefix", "subfix" and "numbered" (starting from 1 always) using Pibosos guide

EXAMPLE:

Base name: ASPH
Prefix: TRK
Subfix: _object
numbered: 1

:)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Racehard on January 20, 2011, 01:29:28 PM
Great :D
Renaming can be done way faster now, thank you!
I will add that to the tutorial.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: andri on January 20, 2011, 08:03:27 PM
Racehard, send to me your msn adress please. I'm converting a canadian track kart and will need some help. Thank you in advance. Andri
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Boris Malinov on January 20, 2011, 08:24:52 PM
Maybe it's ok to give some relax time to Racehard, you can any questions to me :)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: andri on January 21, 2011, 03:27:05 AM
Guys, I just tried to convert a canadian kart track, following the tutorial posted here, and I have a crash/freeze trouble when loading the track in KRP. As I said, I followed the tutorial posted here, changed all gMat materials to standard, rename all materials, export track and trackED. However, I'm not sure I understand how to centerline the track, but even not sure where the problem is. Is it rename problem or trackED problem? If you guys can help. it's really appreciate. Here are some scrennshots:

- Rendering from 3ds max

http://img560.imageshack.us/i/josetrack.png/

- The .trp loaded

http://img692.imageshack.us/i/2011012017h1033.png/

- and finally. the track centerlined

http://img715.imageshack.us/i/2011012017h1210.png/


Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on January 21, 2011, 10:02:05 AM
You have to switch off DRAW option when you have finished doing the centerline. If you can't see a red line, that is the problem.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on January 21, 2011, 10:03:26 AM
I am renaming objects and I don't find how should I rename CONES, any help?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Racehard on January 21, 2011, 03:47:22 PM
Quote from: andri on January 21, 2011, 03:27:05 AM
Guys, I just tried to convert a canadian kart track, following the tutorial posted here, and I have a crash/freeze trouble when loading the track in KRP. As I said, I followed the tutorial posted here, changed all gMat materials to standard, rename all materials, export track and trackED. However, I'm not sure I understand how to centerline the track, but even not sure where the problem is. Is it rename problem or trackED problem? If you guys can help. it's really appreciate. Here are some scrennshots:

- Rendering from 3ds max

https://mail.google.com/mail/?ui=2&ik=697d492ef5&view=att&th=12da6549ebba89e6&attid=0.1&disp=inline&realattid=f_gfy35ptr0&zw

- The .trp loaded

https://mail.google.com/mail/?ui=2&ik=697d492ef5&view=att&th=12da6557047eedfe&attid=0.1&disp=inline&realattid=f_gfy35ptr0&zw

- and finally. the track centerlined

https://mail.google.com/mail/?ui=2&ik=697d492ef5&view=att&th=12da6554f7b1f8c4&attid=0.1&disp=thd&realattid=f_gfy35ptr0&zw

Hello andri,

I can't see the pictures, even if i am logged on into my gmail account, anyway,
If you haven't merged the centerline correctly you couldn't have done the .trp racedata. (Aritz mentioned how to check the centerline, if it got merged)
Make sure that there are no errors with the process in trackED.
But your pretty close to having it ingame so don't worry ;)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: andri on January 21, 2011, 04:29:16 PM
Quote

Hello andri,

I can't see the pictures, even if i am logged on into my gmail account, anyway,
If you haven't merged the centerline correctly you couldn't have done the .trp racedata. (Aritz mentioned how to check the centerline, if it got merged)
Make sure that there are no errors with the process in trackED.
But your pretty close to having it ingame so don't worry ;)

Thank you guys for help. Will check that when have free time. Here the imageshack links because I got a trouble with gmail.

- Rendering from 3ds max

http://img560.imageshack.us/i/josetrack.png/

- The .trp loaded

http://img692.imageshack.us/i/2011012017h1033.png/

- and finally. the track centerlined

http://img715.imageshack.us/i/2011012017h1210.png/


Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Racehard on February 13, 2011, 04:01:35 PM
PiBoSo can you please make this a fix topic on the first page, because otherwise it will be or was already in the middle of nowhere after some time...
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on February 21, 2011, 03:28:15 PM
Hi, I just tried to convert a kart track, following the tutorial posted here. I have the mas files converted, but when i import the gmt`s and tga`s into the 3d programm the track will be shown
but only in grey. When i look into the material editor (like picture 5) behind reload is none but why? I`ve installed the gmt importer plugin and script for 3dsMax and also rF hardwareshaders.
I have 2 mas files of the track, in the first are all gmat files an in the second mas file are the dds files which i have convertet to tga files. Please for help

Thx Daniel
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: andri on February 21, 2011, 03:59:33 PM
Quote from: Schwoni on February 21, 2011, 03:28:15 PM
Hi, I just tried to convert a kart track, following the tutorial posted here. I have the mas files converted, but when i import the gmt`s and tga`s into the 3d programm the track will be shown
but only in grey. When i look into the material editor (like picture 5) behind reload is none but why? I`ve installed the gmt importer plugin and script for 3dsMax and also rF hardwareshaders.
I have 2 mas files of the track, in the first are all gmat files an in the second mas file are the dds files which i have convertet to tga files. Please for help

Thx Daniel

I think, it does mean that 3ds max didn't find the textures materials when you imported the track into 3ds. Maybe you put wrong path for tga files.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on February 21, 2011, 07:32:23 PM
(http://www.abload.de/image.php?img=mejpbs.png)
I've just tried again, the path was correct but still the same problem. When i ignore this grey track and continuing with set the materials to standard an then put the
tga`s per hand, then changes the color. But when i the path of the gmat not have I can not find the right tga because the material name so do not match names with the tga.
In the material editor you can see the status of the textures is red is this a known problem?
No one knows this problem? am I the only one:)




http://www.abload.de/img/mejpbs.png
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: andri on February 22, 2011, 01:36:24 AM
Quote from: Schwoni on February 21, 2011, 07:32:23 PM
(http://www.abload.de/image.php?img=mejpbs.png)
I've just tried again, the path was correct but still the same problem. When i ignore this grey track and continuing with set the materials to standard an then put the
tga`s per hand, then changes the color. But when i the path of the gmat not have I can not find the right tga because the material name so do not match names with the tga.
In the material editor you can see the status of the textures is red is this a known problem?
No one knows this problem? am I the only one:)

Try to follow the Racehard's tutorial step by step. I'm sure you did something wrong somewhere. This tutorial is working good. I used it for tracks comversion.



http://www.abload.de/img/mejpbs.png
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on February 22, 2011, 05:20:42 PM
(http://www.abload.de/image.php?img=trackafterimportnogl.png)
This is my track after import it to 3ds max. I`ve followed the tutorial step by step, to exclude errors i`ve tried 10 times, and also the plugins i`ve unpacked in the right path.
I may have other settings to make before? Again, I`ve exported the gmt`s of the mas file in folder gmt, then i exported the dds to folder dds. This dds file i convertet to tga and exported it
to folder tga. So it`s really transparent. Then 3ds max hammer symbol, max script, gmt2 importer, texture path "tga folder", activate no smoothing,gmt path "gmt folder" and it starts to import.
No error messages, no catching, only a little bit just before the track is mapped, but i think it`s normal. I use the 2010 version. Well i think i did my best to describe
Thank for help

Oh my god i`ve found my mistake i saved the gmt and then the dds files in another folder and because the dds files in the extra folder the track was grey.  :D
Sorry for my stupidity, i thought more regulation is better.
thanks for  your patience
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on February 22, 2011, 07:35:25 PM
next problem where i can find the edf exporter?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: andri on February 22, 2011, 08:46:51 PM
Quote from: Schwoni on February 22, 2011, 05:20:42 PM
(http://www.abload.de/image.php?img=trackafterimportnogl.png)
This is my track after import it to 3ds max. I`ve followed the tutorial step by step, to exclude errors i`ve tried 10 times, and also the plugins i`ve unpacked in the right path.
I may have other settings to make before? Again, I`ve exported the gmt`s of the mas file in folder gmt, then i exported the dds to folder dds. This dds file i convertet to tga and exported it
to folder tga. So it`s really transparent. Then 3ds max hammer symbol, max script, gmt2 importer, texture path "tga folder", activate no smoothing,gmt path "gmt folder" and it starts to import.
No error messages, no catching, only a little bit just before the track is mapped, but i think it`s normal. I use the 2010 version. Well i think i did my best to describe
Thank for help

Oh my god i`ve found my mistake i saved the gmt and then the dds files in another folder and because the dds files in the extra folder the track was grey.  :D
Sorry for my stupidity, i thought more regulation is better.
thanks for  your patience

That's what I said. You did something wrong somewhere. Glad you found the mistake by yourself.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on February 22, 2011, 09:02:56 PM
Thank you so much.
Well all is ok now in tracked i`ve created the centerline pit position and checkpoints all saved but krp have an error by loading my track. So another guy has had the same problem and it
was in the centerline, i think by me too, because when i load the .trp in tracked all ok, then when i load the centerline still all ok but when i try to load the racedata the programm crash.
anyone know this problem or my mistake? :D

Schwoni
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: andri on February 23, 2011, 01:14:41 AM
Quote from: Schwoni on February 22, 2011, 09:02:56 PM
Thank you so much.
Well all is ok now in tracked i`ve created the centerline pit position and checkpoints all saved but krp have an error by loading my track. So another guy has had the same problem and it
was in the centerline, i think by me too, because when i load the .trp in tracked all ok, then when i load the centerline still all ok but when i try to load the racedata the programm crash.
anyone know this problem or my mistake? :D

Schwoni

Schwoni, you have to be precise when you do the centerline process:
1) draw the centerline and close it
2) then save it to a file.TCL (so that you can load next time you need it)
3) then MERGE (you MUST merge it)
4) save the .TRP file (your file's track)
5) then at the end setup your RACEDATA and save the setup to .rdf file
6) exit the trackED program and copy the 3 files (file.map/file.trp/file.rdf) to the KRP track folder.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on February 23, 2011, 01:10:28 PM
Ok thank you somewhere in this points i´ve maked the mistake. Now it works
Now in next track, there are sounds like horn, shown in boxes over the asphalt.
Can or do i even delete this boxes (sounds)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: andri on February 23, 2011, 05:03:25 PM
Quote from: Schwoni on February 23, 2011, 01:10:28 PM
Ok thank you somewhere in this points i´ve maked the mistake. Now it works
Now in next track, there are sounds like horn, shown in boxes over the asphalt.
Can or do i even delete this boxes (sounds)

Yep, delete all of them. You don't need them anyways.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on February 23, 2011, 05:15:57 PM
ok i had made a track by myself and there is a sky texture i change the name of the sky to clearsky and it works now in dijon i didn`t rename the sky is this the reason for sky not displayed?
is clearsky the right name for sky? or is that random?

Another question when i share my own track with a friend why does the game crash by my friend when using this track and my game and track work? I`ve send him my track folder from krp, also i sended him the .tcl from tracked but same problem.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Racehard on February 23, 2011, 07:04:58 PM
You don't need a skyobject, delete it in 3ds max.

Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on February 23, 2011, 07:34:19 PM
Now i`ve converted 2 tracks successfully, and now the 3rd track 3ds max says by export the map " an error has occurred and the application now will close" anyone know the mistake.
Export the .trp works

Now i deleted the sky, but in game there is no sky. Where i get the sky?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on February 27, 2011, 12:06:48 AM
anyone know how to set the marshalls? the flagman at start/finish is enough
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Snappe on February 28, 2011, 01:16:19 PM
Quote from: Schwoni on February 23, 2011, 07:34:19 PM
Now i deleted the sky, but in game there is no sky. Where i get the sky?

You can copy clearsky.edf, cloudysky.edf, rainysky.edf from Lonato. Or you can make your own of course, by exporting your skydome from max as type 'mesh' (in the exporter options)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on February 28, 2011, 01:35:59 PM
Snnaper, could you make a little tutorial of how do the puddles? I am not so good in 3Dmax and even with your explanation in track creation guide post, I wasn't able to do them. This is my last thing to do and if you can help me, I will release the final version of Magescq track this week.

Thank you  :D

Quote from: Snapper on February 09, 2011, 12:04:53 AM
Quote from: Racehard on February 08, 2011, 03:59:54 PM

can you pls tell us how we can create puddles which occur at random spots on track? (If we just paint a puddle onto the rain texture, it will be all around the track in regular distances which is not what we want to achieve)...
And how do puddles have to look like in the rain texture?


To create 'random' puddles on the track, you need to create a puddles texture tga, and secondary UV channel for the tarmac & concrete surfaces.
The puddles map needs to be in the tga alpha channel. For this example, it should be tileable. White areas of the map are reflective, black areas are not reflective.
In 3DS MAX, select all your track surface objects (TRKASPH, TRKCONC, etc) and assign a UVW Mapping modifier.
In the UVW mapping parameters, select Planar. Set length & width to 15m x 15m. Make sure Map Channel is set to 2. By using channel 2, you will not affect your current texture mapping, which is on channel 1.
In the Material Editor, you must assign your puddles texture to the Specular (or Glossiness) map slot of all materials that you want to have reflections.



Click on the puddles texture (seen here in the glossiness map slot), and in the Coordinates section change it to use Map Channel 2.
That's it. Export your .map file and you will see wet puddles in rainy conditions.
[/size]
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on March 02, 2011, 01:23:46 PM
anyone can help me with the start? only controllap start is possible. i want to do a traffic lights start. What i have to do for this ?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on March 02, 2011, 07:12:27 PM
Quote from: Schwoni on March 02, 2011, 01:23:46 PM
anyone can help me with the start? only controllap start is possible. i want to do a traffic lights start. What i have to do for this ?

I am finishing Magescq and one of my problems will be this. Wait until I finish it and I will do a tutorial for everybody.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on March 02, 2011, 07:24:14 PM
ok thank you
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: wladimir on March 13, 2011, 08:43:57 PM
i followed this totourial and it works good. i think tomorrow i finish my first track
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: rediske on March 13, 2011, 09:24:09 PM
Yes! Please! - Let there be tracks !!!   ;D ;D ;D
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Thalenberghen on March 13, 2011, 10:11:48 PM
Also just got 3ds max and started clicking around a bit   ::)
I tried to put together a script, that changes all the materials to standard, but I can't seem to get the textures assigned, as I don't know how the right property of the gmat material, to acces them, is named  :(
If anyone has an idea, that would be really great, as it would save quite some time, if you have 200+ materials...  8)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Snappe on March 13, 2011, 11:54:38 PM
Quote from: Aritz on February 28, 2011, 01:35:59 PM
Snnaper, could you make a little tutorial of how do the puddles? I am not so good in 3Dmax and even with your explanation in track creation guide post, I wasn't able to do them. This is my last thing to do and if you can help me, I will release the final version of Magescq track this week.

Thank you  :D

Sorry, I somehow missed this post. What part specifically are you getting stuck at?
To add modifiers in Max: when you have objects selected, select Modifers -> UV Coordinates -> UVW Map from the menu bar.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on March 14, 2011, 10:46:58 AM
Quote from: Snapper on March 13, 2011, 11:54:38 PM
Quote from: Aritz on February 28, 2011, 01:35:59 PM
Snnaper, could you make a little tutorial of how do the puddles? I am not so good in 3Dmax and even with your explanation in track creation guide post, I wasn't able to do them. This is my last thing to do and if you can help me, I will release the final version of Magescq track this week.

Thank you  :D

Sorry, I somehow missed this post. What part specifically are you getting stuck at?
To add modifiers in Max: when you have objects selected, select Modifers -> UV Coordinates -> UVW Map from the menu bar.

Thank you, it looks like easy to do, but I don't know how to do the texture with the pudles, I am absolutly noob in this kind of stuff, sorry... And other question, now the track uses 512x512 texture repeatly for the tarmack, do I have to do the same for the rain? If it is correct, the puddles are going to be the same all over the track, isn't it?

thanks for your help :D
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Snappe on March 14, 2011, 01:32:17 PM
To create the puddles texture you need to draw in the alpha channel, keeping the RGB channels white. It's best to just try it and see how it looks ingame!
The method I describe uses a second UV mapping for the puddles, covering a much larger area than the tarmac texture. So your puddles texture will loop, but at a much larger scale than the tarmac.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on March 14, 2011, 03:01:26 PM
Thank you but I give up... I don't understand how to paint on alpha channel, even reading tutorials, I am doing something wrong. I am a fool, I know :D

If someone can make for me this TGA with the puddles...
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Boris Malinov on March 14, 2011, 03:24:22 PM
Hi guys, i have small problem to export, if i have grass on asphalt in Tracked program, this is problem?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Snappe on March 14, 2011, 03:49:50 PM
What do you mean exactly, 'grass on asphalt'?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Boris Malinov on March 14, 2011, 03:54:26 PM
Guys, please see where i wrong:
http://www.bestnews-bg.com/hs.max - 3d max file and
picture in program:
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Snappe on March 14, 2011, 04:52:33 PM
You have grass geometry going through the road all over the place... You need to make sure there is no grass geometry under the road. Did you make this track in Max, or use BTB?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Boris Malinov on March 14, 2011, 05:15:42 PM
BTB
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on March 14, 2011, 10:13:53 PM
i had built a track and my pit i have created after the gras so this part is in tracked green but in game this is not a problem. all works
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Snappe on March 15, 2011, 12:20:29 AM
It'll work, but it's not a good thing to do. For instance, if you were to implement 3d grass, the grass blades would go through the tarmac!
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Boris Malinov on March 15, 2011, 06:16:22 AM
Where is the problem ? Inside the game track crash...
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on March 15, 2011, 07:01:21 AM
maybe in centerline dou you have start with a straight? it must be 10m long and you have to end with a curve., don`t forget to merge it. and you have to set split 1 and 2 start finish and speedtrap line.

When you still have this problem then please post a picture of tracked with open racedata.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Boris Malinov on March 15, 2011, 02:26:43 PM
Image in Tracked:

In MAP:
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on March 15, 2011, 09:35:11 PM
I had a little success with the rain but I need help yet:

(http://img847.imageshack.us/i/lluviaj.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)
(http://img405.imageshack.us/i/lluvia2c.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)
The tarmack is reflecting everywhere :(

By the way, I have another bug that you can see in the second picture, all the texturized walls are shown only from one side, if you are in the other side, the wall is invisible. Look at the roof of the boxes.

Thank you!
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on March 16, 2011, 07:05:17 AM
in the tracked picture you can`t see the centerline. Picture is too small. an upload would be nice. use abload.de or something like that.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Snappe on March 16, 2011, 01:32:59 PM
Quote from: Aritz on March 15, 2011, 09:35:11 PM
By the way, I have another bug that you can see in the second picture, all the texturized walls are shown only from one side, if you are in the other side, the wall is invisible. Look at the roof of the boxes.

It's not a bug, this is standard 3d engine behaviour, all polys facing away from the camera are not shown. You will need to flip the roof polys so that they face downwards!

As for the rain, I can't quite make out what is going on from the screenshots... Make sure that the RGB channels are all white, and your puddles are in the alpha channel only! This link might help (http://www.ehow.com/how_4772569_tga-textures-photoshop-second-life.html) (specifically steps 3 & 4)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Boris Malinov on March 16, 2011, 02:20:16 PM
Guys, please help me... :S
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on March 16, 2011, 02:39:38 PM
Quote from: Snapper on March 16, 2011, 01:32:59 PM
Quote from: Aritz on March 15, 2011, 09:35:11 PM
By the way, I have another bug that you can see in the second picture, all the texturized walls are shown only from one side, if you are in the other side, the wall is invisible. Look at the roof of the boxes.

It's not a bug, this is standard 3d engine behaviour, all polys facing away from the camera are not shown. You will need to flip the roof polys so that they face downwards!

As for the rain, I can't quite make out what is going on from the screenshots... Make sure that the RGB channels are all white, and your puddles are in the alpha channel only! This link might help (http://www.ehow.com/how_4772569_tga-textures-photoshop-second-life.html) (specifically steps 3 & 4)

Thanks but I can see in the tutorial RGB channels painted and activated, not white as you say. I can switch off the "eye" option in channels and then save the file, is this correct?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Snappe on March 16, 2011, 02:47:02 PM
No, switching the eye off won't work. You need to make the RGB channels white, this is specific for the rain in KRP. Ignore the RGB channels in the tutorial I linked, it's for second life (but the procedure is still relevant).

Boris: I'm afraid I've never used BTB so I can't really help with the grass issue
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on March 16, 2011, 02:54:24 PM
I think I got it! Thank you
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Boris Malinov on March 16, 2011, 02:58:24 PM
My problem is not a grass:
I make new track for test and listen this:
Ingame - kickme when load the track, now i will post my projects, please see, and tell where is the problem... 10x
http://bestnews-bg.com/problem.rar (http://bestnews-bg.com/problem.rar)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on March 16, 2011, 03:12:39 PM
You havent centerline file xxxx.tcl

create it
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Boris Malinov on March 16, 2011, 03:25:27 PM
Problem is no here.... Please see again very very much thanks to help...
If this is problem was be great, because i'll create 10+ tracks in SEEKZ and other championship on my friend to train and i will share here :)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on March 16, 2011, 03:38:11 PM
I did it! Now the puddles are ok! Thank you snapper for your patience :D

Now I will try to understand how adjust the texture :)


Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Boris Malinov on March 16, 2011, 09:04:49 PM
YES... I'm fix the problem in the merge :) 10x guys, from where to make to count laps?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Boris Malinov on March 19, 2011, 02:13:50 PM
Hi again, i don't can found how to write start final lights and lights in 3ds max :) ???
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Eslotes on March 19, 2011, 08:23:25 PM
Quote from: Aritz on March 16, 2011, 03:38:11 PM
I did it! Now the puddles are ok! Thank you snapper for your patience :D

Now I will try to understand how adjust the texture :)




Macho que guapada Aritz
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: AJ Motorsports on March 20, 2011, 04:02:55 PM
Hi.

Firstly thanks Racehard for your detailed guide to converting. I am in the process of attempting to convert a track from rfactor myself but have hit a stumbling block. I have the plug ins and scripts installed and have got to the point of importing the gmt's to the directory but when i hit 'Import a Directory' and choose the folder where the gmt's are stored nothing happens, nothing loads into 3ds max and i get no error messages. Could this be to do with the fact that i only have a trial version of 3ds max?

If not, any help to get me beyond this point would be much appreciated.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Thalenberghen on March 20, 2011, 05:50:37 PM
Used a trial version too, until yesterday, so that's not the problem. I can also confirm, that the 2010 rfactor plugin works with 3ds Max 2011 32-bit, seems there's something different wrong.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Racehard on March 21, 2011, 07:48:14 PM
Quote from: elitespeedway on March 20, 2011, 04:02:55 PM
Hi.

Firstly thanks Racehard for your detailed guide to converting. I am in the process of attempting to convert a track from rfactor myself but have hit a stumbling block. I have the plug ins and scripts installed and have got to the point of importing the gmt's to the directory but when i hit 'Import a Directory' and choose the folder where the gmt's are stored nothing happens, nothing loads into 3ds max and i get no error messages. Could this be to do with the fact that i only have a trial version of 3ds max?

If not, any help to get me beyond this point would be much appreciated.

Hello,
are you sure that you have installed the right plugin version for your 3ds max version?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: AJ Motorsports on March 22, 2011, 11:14:28 AM
Hi Racehard

I have 3ds max 2010 trial version and installed the 2010 plugin from the rfactor link in your tutorial.
In 3ds max it shows me the plugin as per your screenshots but the button to import a directory lets me select a folder then it wont load them in? Strange
Should i try to re install 3ds max & the plugin's?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Racehard on March 22, 2011, 03:16:03 PM
Sounds very strange indeed, I wish I knew what the problem was, try to redo the first steps, or double check, but I guess you have already done this...
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Thalenberghen on March 22, 2011, 09:32:01 PM
Do you have the 32 or 64-bit 3ds Max? The rfactor plugins only work with the 32-bit version.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: AJ Motorsports on March 23, 2011, 07:26:01 PM
Yes i have the 32-bit version. Tried re-installing all and started the first steps of the tutorial again but still no luck.  :(

If anyone would be kind enough to convert clay pigeon for me it would be much appreciated. Link below
http://www.filefactory.com/file/ah23244/n/Clay_zip
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Matthijs050 on March 26, 2011, 02:57:22 PM
-----------------------------------
For Racehard,

Maybe it is a solution to update the first post in this topic with actual information. Like the green walls in 3dmax. I understood you can delete them in 3dmax, because they have no function in the game, but is was not mentioned in the first post.

And thanx for this Topic anyway, it helped me, build my first little test track for KRP !!
----------------------------------


If anybody have some advice or tips about the following questions, they are welcome !!

1. Is it possible to make a track with a flyover, in the shape of a 8, like the F1 circuit Suzuka ?  I did a little test, and when you drive the above section, you can see the tarmac under the "bridge" true the upper tarmac. Does anybody have a solution?

(Thanx Schwoni, yes indeed, "A'dam Indoor" is also with a flyover, so it is possible , but how to get it right)

2. How do i insert the pits? I messed arround with the numbers in the trackeditor, and on my test track, you start on the straight. So, a little more explanation about the pits and grid part is welcome !

3. The "change the gMat materials into standard materials" chapter of the conversion method, is it only for materials like tarmac, grass, concrete? or also for objects, like buildings, crowd, curbstones ???
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on March 26, 2011, 03:20:39 PM
Hi Matthijs,

1. It must be possible because in amsterdam indoor is it so, but don`t ask me how to do that.

2. first you have to rename PITIN, PITOUT and PIT in 3ds. then in tracked open racedata click on pits and set them in absolute you see the values when you go with your mouse over the pit.
sometimes this doesn`t work then you have to set them with relative. in start- and end lat you can put the pits in pit :). in Grids you have only to click on karts and´perhaps set two corridors.

3. you have to change all materials into standard
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Racehard on March 26, 2011, 06:14:52 PM
I will update the first post as soon as I have a bit more time.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Matthijs050 on March 27, 2011, 11:33:52 PM
Does someone also have problems with the Tracked.exe ? the program freezes often when i editing the Pits options, like Num Pits, when i set the 0 to 1, or when i click on Absolute. Anybody else experience the same problems ?  (Windows 7)

And please i really love to see some little tutorial with screenshots, on which way you can get the pits options right in Tracked.exe. because unlike the splits, finish en topspeed, i dont see nothing that is showing my pits in tracked. And i start to think, that my problems with the Pits is causing my other problem : My second test track is not working in KRP....
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Matthijs050 on March 28, 2011, 12:54:06 PM
To get back on my earlier questions, see Reply #109 in this Topic, here the answer to one of them.

Problem with flyover/bridge in track !

My problem was, that, when i drove over the bridge, i could see tru the tarmac, the downpart of tarmac beneath the bridge.
So i have checked the Amsterdam indoor track in map viewer, and i think i have found the solution.



So i have build my own test track in a 8 shape figure, to test this theory.
Here is the answer tot my test !



So to build a track with flyover, in think you have to build a second piece of tarmac or flatten wall right beneath the upper part to prevent this weird bug !
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: PiBoSo on March 28, 2011, 01:43:28 PM
Quote from: Matthijs050 on March 28, 2011, 12:54:06 PM
So to build a track with flyover, in think you have to build a second piece of tarmac or flatten wall right beneath the upper part to prevent this weird bug !

This is not needed. You have to remove alpha channel from tarmac's texture.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Matthijs050 on March 28, 2011, 05:21:10 PM
Quote from: PiBoSo on March 28, 2011, 01:43:28 PM
Quote from: Matthijs050 on March 28, 2011, 12:54:06 PM
So to build a track with flyover, in think you have to build a second piece of tarmac or flatten wall right beneath the upper part to prevent this weird bug !

This is not needed. You have to remove alpha channel from tarmac's texture.

Okay, gonna try that method ! We shall see...
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Nitrox on April 12, 2011, 05:06:01 PM
This is my first post, so first of all: Hello!

I built a track in BTB and tried to convert it via 3dsmax 2011 trial. I followed this guide but sadly GMT2 Importer Script fails (unexpected error) refering to this line: "mat.shaderClass=s" (Line 211). Any ideas what could possibly be the cause? Thanks!

Edit: As this might be a complex problem I decided to upload BTB and rFactor files... Maybe someone a bit more experienced could give it a try... I'd really like to import this track!

http://www.megaupload.com/?d=JWGTW7W8
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Thalenberghen on April 12, 2011, 07:27:57 PM
Quote from: Nitrox on April 12, 2011, 05:06:01 PM
This is my first post, so first of all: Hello!

I built a track in BTB and tried to convert it via 3dsmax 2011 trial. I followed this guide but sadly GMT2 Importer Script fails (unexpected error) refering to this line: "mat.shaderClass=s" (Line 211). Any ideas what could possibly be the cause? Thanks!

Edit: As this might be a complex problem I decided to upload BTB and rFactor files... Maybe someone a bit more experienced could give it a try... I'd really like to import this track!

http://www.megaupload.com/?d=JWGTW7W8

Is there any chance you are using 3ds max 2011? I remember having the same problem first and it was related to the new material editor in 3ds Max 2011, which is not compatible with the import script. Changing the material editor back to the old style, which can be easily done in one of the menus on the top, solved the problem for me :). Hope that helps...

Edit: Just saw you already wrote about using the 2011 version :D. Now I'm pretty sure, it's the mentioned problem.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Nitrox on April 12, 2011, 08:25:06 PM
Woohoo, worked!  :D I didn't even have the editor window open, I'm completely new to 3DS Max... Anyways, opening material editor in compact mode and then import did it! Thanks!
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Nitrox on April 12, 2011, 11:08:58 PM
Loading track in Game = kart.exe crashed LOL
I really don't know why this happens... Mapviewer and TrackEd look fine to me (except some Ploygon errors in MapViewer, but as far as I can tell they shouldn't affect map loading (Styria Karting Map got some errors too).

Request help!  ;D
http://www.megaupload.com/?d=TX2BA1NZ
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on April 13, 2011, 04:38:57 PM
do you have merged the centerline and saved trp? this is most the mistake. don`t forget to set first segment to straight 10m and last segment as curve.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Nitrox on April 13, 2011, 05:36:22 PM
Thank you! When I closed the centerline, I didn't realize it changed the first one to 10,00XXXm... Now it works! Thank you!
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Matthijs050 on April 21, 2011, 12:19:04 PM
Quote from: Nitrox on April 13, 2011, 05:36:22 PM
Thank you! When I closed the centerline, I didn't realize it changed the first one to 10,00XXXm... Now it works! Thank you!

I have time record problems with my track. And just like you, i saw that my first segment (the straight of 10 m) is changed indeed to 10.XX meter, when you finally close the centerline !!

How do i close the track, and still hold the first segment excactly on 10 m ?????
I wanna know, because its maybe the solution for my time record problem.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: PiBoSo on April 21, 2011, 12:29:34 PM
Quote from: Matthijs050 on April 21, 2011, 12:19:04 PM
Quote from: Nitrox on April 13, 2011, 05:36:22 PM
Thank you! When I closed the centerline, I didn't realize it changed the first one to 10,00XXXm... Now it works! Thank you!

I have time record problems with my track. And just like you, i saw that my first segment (the straight of 10 m) is changed indeed to 10.XX meter, when you finally close the centerline !!

How do i close the track, and still hold the first segment excactly on 10 m ?????
I wanna know, because its maybe the solution for my time record problem.

The first segment doesn't need to be exactly 10 meters long.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on April 28, 2011, 10:08:52 PM
why i can`t open tracks from other piboso sims in tracked or mapviewer? it´crashes.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Nitrox on May 20, 2011, 09:20:02 PM
Hi guys,

another strange problem occured today building a new track with BTB. I want to build a track with three different layouts, so I created a lot of tracks and merged them using BTB. The problem is, that I get very different outputs from BTB, .map and .trp file concerning the z axis of objects. I can't merge the tracks to be visually correct in BTB, .map file and to be a correct collision object. I hope the screenshots explain my problem:

Left: BTB
Right: MapViever
Underneath: Kart is stuck with tyres in the air: The track that overlaps the other in .map file, seems to be MUCH lower than the other track in .trp file
(http://imageshack.us/photo/my-images/827/btbk.jpg/)
I hope somebody can help me... this is annoying! I converted the tarmac using this guide.

Edit: Just read PiBoSo's track creation rules again to figure out if I the problem could be the track name... didn't find the answer. I simply named the track textures TRKASPH_object0X... The main problem I think is that the tracks overlap just one way in Mapview/KRP, and I can't change it. Could this be a problem with the names? Anyone?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on May 22, 2011, 04:42:27 PM
why cant you merge them?

is mandatory, all the tracks have to be in the same z point

Put more screenshots and more clear please
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on May 22, 2011, 04:45:52 PM
you have to remove the alpha channel from the tarmac texture
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Nitrox on May 22, 2011, 11:29:39 PM
 :D The alpha channel solved the problem, thank you very much! I really apprecieate this community and board!
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Racehard on July 11, 2011, 06:45:00 PM
Push! This topic is getting lost  :-\
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Eslotes on July 11, 2011, 07:25:42 PM
Can some one convert this track http://www.rfactorcentral.com/detail.cfm?ID=Circuit%20De%20Landsard
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on July 11, 2011, 07:44:53 PM
What about trying yourself? step by step and if you need help here is enough ;)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Eslotes on July 11, 2011, 07:57:16 PM
nah can u do it :P
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on July 11, 2011, 08:48:24 PM
Why nah, No i can`t very busy at the moment with other tracks
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Hansen24 on July 15, 2011, 05:49:37 PM
Hey im trying to convert Grindsted gokart track. Im following all the steps but when im putting the gmt files into 3ds max i turns grey.
ive read that Schwoni had the same problem but i cant understand what he did to solve the problem?

http://imageshack.us/photo/my-images/14/hjlpk.jpg/
http://imageshack.us/photo/my-images/231/udklipz.jpg/
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on July 15, 2011, 06:33:41 PM
my problem was that i don`t have had the gmt`s and dds in same folder, copy all dds and gmt in one folder than do a new folder and convert there the dds into tga. only tga in this new folder. in first should be gmt and dds. the u choose in texture path the tga folder, and in other path the gmt AND dds folder. then it should work this was ma fail ;)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Hansen24 on July 15, 2011, 08:29:55 PM
It works great now :D
Thanks alot   :)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Hansen24 on July 16, 2011, 01:58:55 PM
now i have followed the tutorial and started exporting the track.
But when i try to export the track it just shows this

http://imageshack.us/photo/my-images/804/errorz.jpg/

i have tried just ignoring the error messages but when i check in the map viewer it just shows this.

http://imageshack.us/photo/my-images/851/mapnh.jpg/
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on July 16, 2011, 02:09:42 PM
you have to change ALL material to standard and then choose bitmap and put the tga on it. this is the fail. Follow the totourial step by step. But in 3ds u see the track correct?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Hansen24 on July 17, 2011, 01:51:55 PM
yea i see the track i 3ds max but when i put it into track viewer its just black and white like in the former picture
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Hansen24 on July 17, 2011, 01:58:42 PM
Quote from: Schwoni on July 16, 2011, 02:09:42 PM
you have to change ALL material to standard and then choose bitmap and put the tga on it. this is the fail. Follow the totourial step by step. But in 3ds u see the track correct?
I found the mistake. I have choosen in bitmap and choosing dds instead of tga.

Thanks schwoni
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on July 17, 2011, 02:00:07 PM
thais is what i mean ;)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Nitrox on July 17, 2011, 03:35:09 PM
it would be really great if there was a script for changing the textures... I'm a 3Ds Max noob, unfortunately, so I can't do it...
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Hansen24 on July 17, 2011, 07:15:18 PM
Now i have converted the track and started with TrackED.
When i look at the picture that Racehard i can see that he have marked the pit and the grid.
But when i try that i simply cant get it to work no matter what values i write into it??
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Racehard on July 17, 2011, 10:31:13 PM
I can remember that I had the same problem at the very beginning, but it's too far back to say what it was caused by.
But I think it was just a minor thing...
Make sure you followed the tutorial exactly.
Did you choose Kart Racing Pro at the top?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Nitrox on July 17, 2011, 11:13:15 PM
Today I converted an early version of my track and wanted to flip some surfaces in 3Ds Max, because some of my tree sobjects are facing partly the wrong side. However, I can not click flip, the button is grey. Anyone there who knows what to do before flipping?

Whoops, just got it. You have to select flip normals :)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Hansen24 on July 19, 2011, 06:10:58 PM
Ive just finished converting my track and only got 3 things.
1:i had to change the ground texture else i couldnt get out of the pit. It was like everything in the pit was sand.
2: where the START marking on the track was going to be. Instead of the start marking there was sand
3: when i drive around the track. I dont get any laptimes (i have placed splits)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on July 19, 2011, 08:00:22 PM
all the left need to be minus to get lap times as in picture
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Hansen24 on July 19, 2011, 08:32:11 PM
Lap times working now :D
Found out that i made a checkpoint that i havent put any values into
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Hansen24 on July 20, 2011, 07:20:15 PM
ive almost done the grindsted but everytime i drive out of the pit the game crashes. I know what is causing the crash but dont know how to fix it
Its some kind of "bump"

http://imageshack.us/photo/my-images/560/merehjlp.jpg/
http://imageshack.us/photo/my-images/143/udklip23.jpg/

You can see the Bump in the pictures
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on July 20, 2011, 09:30:23 PM
this u have to smooth in btb
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on July 20, 2011, 10:36:55 PM
can't see that a bump will make it crash, you need to check textures and the names of objects, when you export track look for any errors, and if you know how to use 3dsmax you can sort out the bump, there are a number of options one is to import that section from btb into 3dmax and replace, hope this helps.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on July 20, 2011, 10:39:29 PM
the crash should be because centerline, my crashes was because this ;)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Hansen24 on July 20, 2011, 10:44:36 PM
Its not the centerline. if i avoid the "bump" when i drive out of the pit it doesnt crash but if i run over it, it crashes
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on July 20, 2011, 10:46:31 PM
hehe ok i would do this in btb, this is easyier than 3ds try to pull only this point up or try with flatten tool but this is a bit complicated.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on July 20, 2011, 10:48:53 PM
could be, would it load, when sorted out please could you let us know, can't see that it is the bump as we know with buckmore park it still works
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on July 21, 2011, 09:16:03 PM
some people are having problem with bumps on track when converting, the best way to make them flat is to select part of track right click hide unselected, convert to editable poly, top right modify planner select vertex 3 red dots, drag across selction,  there will be red dots, scroll down to geometry make planar xyz should be z. right click unhide all. hope this help.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Hansen24 on July 22, 2011, 03:13:17 PM
Quote from: maxrod on July 21, 2011, 09:16:03 PM
some people are having problem with bumps on track when converting, the best way to make them flat is to select part of track right click hide unselected, convert to editable poly, top right modify planner select vertex 3 red dots, drag across selction,  there will be red dots, scroll down to geometry make planar xyz should be z. right click unhide all. hope this help.
I have tried doing that you say put when i do that it just does something like this

If I try on the area i want to the planar
http://imageshack.us/photo/my-images/847/testwm.jpg/
If I do it on the entire surface
http://imageshack.us/photo/my-images/824/test2is.jpg/

Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on July 22, 2011, 05:58:44 PM
hard to know what is going on in the picture, is not part of the track it is terrain, there are ways to correct it but it would be easier to correct it in btb then convert all track back into 3ds max as you did before as another file,hide section you need, Then delete all apart from that section you need, Then unhide, save, go to the one you using then merge the saved section, you will need to delete section in main first, hope you understand as this is somtimes hard to explain.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Hansen24 on July 22, 2011, 11:34:13 PM
Meanwhile im waiting on response from the author. Im doing a side project where at the starting marker on the track is visible in 3ds. But it aint visible in either mapviewer, trackED or in the game (i have changed the texture to standard)

http://imageshack.us/photo/my-images/695/roskildestart.jpg/
http://imageshack.us/photo/my-images/51/roskildestart1.jpg/

Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: EVO on September 11, 2011, 06:45:38 PM
Thanks Racehard.   The tutorial is very througho. 

how to scalle in 3ds max

i used goold earth pro to find the track witdth with the ruler in this case 34' or 10.36m  then measured it in 3ds max by looking at the three grid boxes at the bottom.  with the x value constant I noticied the difference in the Y value.  the model track width was .443m 

10.36/100=.443/x   x=2339.2  (percentage diffrence real track to model track)

Select all, right click, click small square next to scale and scale up by 2239.2% in the right percentage box.

if you are a visual learner like me.  I used this
http://www.youtube.com/watch?v=A32LpJH4-8c
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: EVO on September 11, 2011, 07:50:47 PM
i need tech support lol

textures are not showing properly for me 

Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Hansen24 on September 11, 2011, 08:02:46 PM
The textures that are showing black and grey are probably because you havent put the gmt and dds files in the same folder.
I also have a question for racehard: After a pretty long break from converting tracks i have started up a little again. But as soon as i try to load it ingame.. my game crashes
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Racehard on September 11, 2011, 08:55:27 PM
Quote from: Hansen24 on September 11, 2011, 08:02:46 PM
The textures that are showing black and grey are probably because you havent put the gmt and dds files in the same folder.
I also have a question for racehard: After a pretty long break from converting tracks i have started up a little again. But as soon as i try to load it ingame.. my game crashes

I never had a crsahing game because of a converted track. I am sorry but I just can give the advice to double check the conversion process.

And evo, is this what it is right after import? Then try what Hansen said, your textures didn't get imported.
Did you convert .dds to .tga textures?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on September 11, 2011, 09:54:45 PM
@ Hansen: most times game crash because centerline. try to do a new one.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: EVO on September 12, 2011, 12:35:02 AM
yes right after import.  The .dds and .GMT are in the same folder .TGA are in a seperate folder. 

RESOVED: I had to extract both .MAS files. this track came with two looks good now
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: David Waters on September 20, 2011, 05:05:17 AM
I've got a couple of problems.

First: I don't really understand the racedata bit in tracked. Changing the numbers for the pits doesn't seem to actually do anything, and no matter what I do, when I try to load up my track in game I get a message saying "pitlane full".

Second: I have modelled the road edges and curbs using only the track tool in BTB (as opposed to using terrain for the grass at the egde of the track). I have spent a long time creating specific textures for the road edges in BTB but now when I use this tutorial it seems that 3DSMax groups all of my track textures into a single object per section of track. This would seem to mean that KRP won't distinguish between the tarmac of the track and the grass at the edge of the track (the grass will behave like tarmac). Is there any way around this? I want the track to be tarmac and the grass edges to act like grass and I really don't want to have wasted my time creating custom grass edge textures. (hope I've made that clear... I'm writing this at 4am after many, many hours of frustration... Why can't we just export tracks straight from BTB?)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: PiBoSo on September 20, 2011, 12:22:36 PM
Quote from: David Waters on September 20, 2011, 05:05:17 AM
I've got a couple of problems.

First: I don't really understand the racedata bit in tracked. Changing the numbers for the pits doesn't seem to actually do anything, and no matter what I do, when I try to load up my track in game I get a message saying "pitlane full".

Second: I have modelled the road edges and curbs using only the track tool in BTB (as opposed to using terrain for the grass at the egde of the track). I have spent a long time creating specific textures for the road edges in BTB but now when I use this tutorial it seems that 3DSMax groups all of my track textures into a single object per section of track. This would seem to mean that KRP won't distinguish between the tarmac of the track and the grass at the edge of the track (the grass will behave like tarmac). Is there any way around this? I want the track to be tarmac and the grass edges to act like grass and I really don't want to have wasted my time creating custom grass edge textures. (hope I've made that clear... I'm writing this at 4am after many, many hours of frustration... Why can't we just export tracks straight from BTB?)

Could you please post a screenshot of TrackEd with race data?

To have different materials, you need to split the mesh into different objects, and then name each one according to the creation rules.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: David Waters on September 20, 2011, 03:56:57 PM
Quote from: PiBoSo on September 20, 2011, 12:22:36 PM
Could you please post a screenshot of TrackEd with race data?

To have different materials, you need to split the mesh into different objects, and then name each one according to the creation rules.
Ok I have it working now, it must've been something I was doing wrong...

Would you be able to explain how I can split the mesh into different objects? I'm new to 3DMax, it's pretty confusing as it is...
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on September 20, 2011, 04:37:42 PM
http://forum.kartracing-pro.com/index.php?topic=962.0

Reply # 12 there it is explained ;)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: David Waters on September 20, 2011, 05:19:03 PM
Thanks!
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: David Waters on October 22, 2011, 05:20:33 PM
Hi,

I'm trying to convert the final version of my track, but when I try to load it in game it just won't work.

I've converted an earlier version of the track successfully, and I've followed every step of the tutorial as I did before (including merging the centreline, creating the racedata etc and all of the things that people have said are common mistakes in this thread).

The map file loads fine in the map editor, the trp file loads fine in tracked, the racedata file looks fine, the centreline is merged, so I'm really stumped at what I could be doing wrong. I don't even get an error message. The game says connected, then after a few seconds the windows loading cursor appears and then the game just hangs on the loading screen until I press enter, and then it crashes to desktop without an error message.

I can provide screenshots, but I don't really know what I could take a screenshot of which would help...
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: David Waters on October 23, 2011, 01:57:06 AM
Can anyone suggest anything? Is there a way I can find out what the error is? Maybe in a log file or something? I don't get why the game would crash and not even give me a hint as to why.

Sorry if I come across as impatient but I am creating the track for a simulator and I really would like to have the track up and running tomorrow.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: PiBoSo on October 23, 2011, 11:14:26 AM
Quote from: David Waters on October 23, 2011, 01:57:06 AM
Can anyone suggest anything? Is there a way I can find out what the error is? Maybe in a log file or something? I don't get why the game would crash and not even give me a hint as to why.

Sorry if I come across as impatient but I am creating the track for a simulator and I really would like to have the track up and running tomorrow.

It's hard to tell without being able to test the track.
Please make sure the pits in race data are over a collidable surface.
If you have the bestline.tl copied from another track, delete it.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: David Waters on October 23, 2011, 02:39:20 PM
Hi,

I edited the racedata and made sure all of the pit areas were in the right places, but now when I try to load the track I get a windows error message:


QuoteProblem signature:
  Problem Event Name:   APPCRASH
  Application Name:   kart.exe
  Application Version:   0.0.0.0
  Application Timestamp:   4de545dd
  Fault Module Name:   kart.exe
  Fault Module Version:   0.0.0.0
  Fault Module Timestamp:   4de545dd
  Exception Code:   c00000fd
  Exception Offset:   00130019
  OS Version:   6.1.7600.2.0.0.256.1
  Locale ID:   2057
  Additional Information 1:   eadb
  Additional Information 2:   eadbee743a16f259f026f95117197092
  Additional Information 3:   c8dc
  Additional Information 4:   c8dcd6913308779d02a37e0aa5c2170f

I could upload the track if that would help?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on October 23, 2011, 02:47:12 PM
Yes, maybe we found the problem
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: David Waters on October 23, 2011, 03:08:45 PM
Here is the link to the track:

http://www.filesonic.com/file/2703848921
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: dibu on October 23, 2011, 03:24:12 PM
Your centerline is not closed. Look at the segment after S/F.

Also make sure that the last segment is a curve.

Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: David Waters on October 23, 2011, 03:52:27 PM
Thank you!

All working now. (Not sure why it didn't in the first place - I definitely clicked close when I created the centerline!)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: dibu on October 23, 2011, 06:01:25 PM
Maybe you already corrected the missing lap times.
If not: in your .RDF there is a small bug in "finish_line", "speedtrap_line", "checkpoint0", "checkpoint1" and "checkpoint2".

"left" must be a negative value, "right" must be positive.

   left = -10.000000
   right = 10.000000

Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on October 23, 2011, 06:23:00 PM
And don't forget to do the 2 corridors! If not, the races are impossible!

Little help:

http://forum.kartracing-pro.com/index.php?topic=449.msg2351#msg2351
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Hansen24 on November 11, 2011, 05:09:00 PM
Im currently working on xplex. But i cant get the pit to work... when i place it in tracked but i can only move it 1 square... heres a picture.

http://imageshack.us/photo/my-images/59/xplex.jpg/


Any idea what ive done wrong?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Nitrox on November 11, 2011, 05:59:46 PM
Set a higher number of pits and switch to relative mode, that's easier to use.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Hansen24 on November 12, 2011, 06:48:39 PM
Ive just encountered another big problem... Ive have converted the track and all seems to work. but when i go to track and exists pit there are cones on the track and some turns later barricades!??!

http://imageshack.us/photo/my-images/405/kart2011111218410847.png/
http://imageshack.us/photo/my-images/213/kart2011111218421279.png/
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on November 12, 2011, 06:51:46 PM
Did you do a layout?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Hansen24 on November 12, 2011, 06:53:04 PM
Something added in beta 4?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on November 12, 2011, 07:01:26 PM
maybe you have copied the lyt file from essay or lonato. Take a look in your track folder and delete xxx.lyt files
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on November 12, 2011, 07:07:46 PM
Quote from: Hansen24 on November 12, 2011, 06:48:39 PM
Ive just encountered another big problem... Ive have converted the track and all seems to work. but when i go to track and exists pit there are cones on the track and some turns later barricades!??!



don`t worry sometimes it is so take a look in  3ds there it is the same u have to move them to the right place. Don`t ask me why this happend? but sometimes it is
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Hansen24 on November 12, 2011, 07:25:41 PM
It worked with deleting the Lyt file :D thanks :D
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: EVO on December 07, 2011, 12:03:03 PM
the export log says WARNING:: extension corrected
but it exports...then i try to open the trp in tracked and the game immediately freeezes.


What do we name non-collidalbe objects....cones, background objects, 2D people, trees, etc?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Hansen24 on December 07, 2011, 06:37:29 PM
Im currently attempting to export Dallas Karting Complex. I can export the trp file but when i try to export the map file i get a popup message like this.
http://imageshack.us/photo/my-images/248/dkcow.jpg/
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: PiBoSo on December 07, 2011, 07:04:55 PM
Quote from: Hansen24 on December 07, 2011, 06:37:29 PM
Im currently attempting to export Dallas Karting Complex. I can export the trp file but when i try to export the map file i get a popup message like this.
http://imageshack.us/photo/my-images/248/dkcow.jpg/

Which OS version are you using, 32 or 64 bits?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Hansen24 on December 07, 2011, 09:38:06 PM
32 bit
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on December 07, 2011, 09:41:46 PM
i have had this too after change to win 7 now i use in properties run as win xp and now work fine
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: EVO on December 07, 2011, 09:47:36 PM
so we can name them anything we want?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Hansen24 on December 07, 2011, 09:48:49 PM
Its just weird that ive never had this problem before and ive been running with win 7 since it was realeased more or less
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Hansen24 on December 07, 2011, 09:51:36 PM
Ive tried running with win xp (service pack 3) still doesnt work
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on December 07, 2011, 09:54:36 PM
i never rename them. only if this object should have a shaddow then i use SHAD Prefix
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on December 07, 2011, 09:58:22 PM
Quote from: Hansen24 on December 07, 2011, 09:51:36 PM
Ive tried running with win xp (service pack 3) still doesnt work

we also have had this because too big textures piboso say that`s not the reason but we changed all resolutions max. 1024 x 1024 and after this it have worked. But maybe it is another fail, we have had so much, but the most we talked about in forum.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: PiBoSo on December 07, 2011, 10:21:52 PM
Quote from: Hansen24 on December 07, 2011, 09:38:06 PM
32 bit

The exporter uses a lot of memory so, when the scene becomes more complex ( or the textures bigger ), it can run out of memory on 32 bit systems.
Unfortunately the only solution at the moment is to use a 64 bits OS for exporting.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: EVO on December 08, 2011, 12:09:30 AM
what are some reazsons TrackEd and MapEd wont open a exported track?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on December 08, 2011, 09:19:56 AM
I found the best way on 32bit is to save track shut down 3dsmax start it up then export track, to view in tracked delete the two files first.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: EVO on December 08, 2011, 03:21:11 PM
what do mean delete the to files first.  Delete them and export new ones then try agian?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on December 08, 2011, 05:22:58 PM
when you open up tracked it writes files, your track, tracked, e3dlog i find if you delete these before opening. then you should be-able to open tracked, exporting the track from 3dsmax is touch and go hope there will be a fix, as this is a pain.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Hansen24 on December 08, 2011, 05:28:19 PM
Quote from: PiBoSo on December 07, 2011, 10:21:52 PM
Quote from: Hansen24 on December 07, 2011, 09:38:06 PM
32 bit

The exporter uses a lot of memory so, when the scene becomes more complex ( or the textures bigger ), it can run out of memory on 32 bit systems.
Unfortunately the only solution at the moment is to use a 64 bits OS for exporting.

Is it possible to temporiali change to 64 bit and then back after the export??
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on December 08, 2011, 05:34:11 PM
You could try the exporter 64bit then let use know how you got on, but i think you would need 3dsmax to be 64bit as well as your windows os.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: PiBoSo on December 08, 2011, 05:50:42 PM
Quote from: maxrod on December 08, 2011, 05:34:11 PM
You could try the exporter 64bit then let use know how you got on, but i think you would need 3dsmax to be 64bit as well as your windows os.

Only the operative system must be 64 bits. Then exporting is possible even with 32 bits 3dsmax.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Hansen24 on December 08, 2011, 05:56:55 PM
And im dumb as a board when it comes to changing into 64 bit. Ive heard of programs that can change the system into 64bit and then back to 32 bit.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: dibu on December 08, 2011, 06:17:32 PM
Before reinstalling your OS to 64 Bit, you can also try to use the 3GB option:
Read more about it in the Autodesk forums. I give no warranty ;)

http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=403786&id=16895646&linkID=16890270

For Win7 32-Bit:

1. Open a command prompt with administrative rights.

2. Type: bcdedit /set IncreaseUserVa 3072

3. Restart your PC.


To disable the 3GB option again:

1. Open a command prompt with administrative rights.

2. Type: bcdedit /deletevalue IncreaseUserVa

3. Restart your PC.


Use it only for 3DS. Avoid to use too much other software. Disable it when your work with 3DS is done.


http://area.autodesk.com/blogs/maxstation/making_sure_3ds_max_can_use_all_the_memory_in_a_machine_on_32bit_windows

Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Hansen24 on December 08, 2011, 06:27:19 PM
DIBU!!!!!!!!!! Thank you thank you thank you :D ive used that 3gb switch once before but i just couldnt remember how it worked xD
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: EVO on December 09, 2011, 11:44:48 AM
maxrod I deleted the files but both trackEd and maped close immediately maybe not for you guys?
here are my files.
I really want to release this conversion and start new tracks

http://www.mediafire.com/?2wivdibioavbv4i (http://www.mediafire.com/?2wivdibioavbv4i)map
http://www.mediafire.com/?5tmif1hr15nbkq9 (http://www.mediafire.com/?5tmif1hr15nbkq9)trp

Is TRKBASPH_object01  proper or  Is TRKBASPH_object1??
CROWD or CROWD_?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: PiBoSo on December 09, 2011, 12:10:06 PM
Quote from: evo1087 on December 08, 2011, 12:09:30 AM
what are some reazsons TrackEd and MapEd wont open a exported track?

During export, did you select the correct "Type"? "Collision" for TRP file and "Map" for MAP.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: EVO on December 09, 2011, 12:55:56 PM
yes i followed instruction as closely as possilbe. the file extension would still be different if that were the case
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on December 09, 2011, 08:51:56 PM
Are there any errors when exporting, there must be problem when exporting, as i can't open it in mapview, try down loading plugins again as i had a problem after beta4, go through textures make sure there are none missing as it will give error. i am running 32 bit and i am making a track at the min and having no problems but the more i do the more errors i get, will install 64bit but its the time it takes to back up and install everything again.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on December 10, 2011, 03:17:22 PM
The 3gb option works, But if i run krp  still in 3gb option when i finish and go back to desk top i get black screen saver, I had to run it in that option, as the bigger the track became the less chance it would export, seems to be a memory problem, but when working on the track in 3dsmax it seems to be ok, As you would think it would slow down when rotating or moving the scene.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: dibu on December 10, 2011, 03:39:04 PM
The 3GB option often makes problems with other applications. That's why I wrote to Hansen24 to disable it again after the work with 3DS. I have customers who had to use it for years with Autocad and XP-32Bit. You can try to lower the amount of memory used in 128 MB steps. E.g. 2944, 2816 or 2688 instead of 3072. But best practice is to disable it if not needed.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on December 10, 2011, 05:28:28 PM
Thanks for the information it is a big help.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Hansen24 on December 11, 2011, 05:14:39 PM
Ive in the progress of converting Dallas karting complex.. but i cant get the pit option to work... i can write all kinds of variables but i cant get the pit to show in trackED...
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: EVO on December 11, 2011, 05:56:08 PM
what do you guys do about 3d grass in the curbs? delete the polygons under the kerbs?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on December 11, 2011, 06:21:45 PM
change that material to the same texture but with another name
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Hansen24 on December 13, 2011, 05:56:47 PM
When im trying to make dallas karting complex i got 2 problems... I cant get pits to show in TrackED, Only if i add atleast 2 pits. And when i try to go track i get the kart.exe error
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: dibu on December 13, 2011, 07:13:54 PM
Can you upload the track?  Maybe somebody else sees the problem.

Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on December 13, 2011, 07:24:47 PM
Do you mean that you can't get pits to show in race data or you cant get pits to show becuase of missing texture, if it is data which i think it is make sure centre line is correct as this has been the main problem for most people. post pictures then people can look,it may help.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Hansen24 on December 13, 2011, 08:45:15 PM
I cant get the pits to show in race data...

here is the track http://www.mediafire.com/?6q5a4126y16b9v3
here is the trp file without a finished centerline http://www.mediafire.com/?dkklt7vhr0noe6m
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on December 13, 2011, 09:14:00 PM
do u have renamed pitin_TRKASPH, pitout_TRKASP and pit_TRKASPH?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on December 13, 2011, 10:06:16 PM
i think there is a problem with tracked because when i put your track in there i had no long/lat and track length, downloaded tracked again and works had the problem before, you need to set num pits as it was set to 1, no problems apart from that.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on December 13, 2011, 10:13:35 PM
sorry tried the track and error on loading problem with centre line.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: dibu on December 13, 2011, 10:44:22 PM
I just had a short look at the track and saw two things:

- The centerline is not closed at all, the first and the last segment are overlapping
- You didn't follow the rule, that the last segment must be a curve

See the attached picture.

Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Hansen24 on December 14, 2011, 06:59:16 PM
ive only named it pit_trkasph
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: dibu on December 14, 2011, 09:27:02 PM
Hi Hansen24,

here is a new .TRP and .RDF file.
http://www.mediafire.com/?9lm6as2d2yn9y5b

TRP: New closed centerline, last segment is a curve and the first segment is a straight 10m.

RDF: Adapted to the new centerlines long and lat values.
        Added 24 pit stalls, but the first karts have to start outside the pit box, because
        there seems to be problem with the end of the pitlane - I can't help here, ask Schwoni or one of the other track creators.


The track and the timing works, but there seems to be a problem with FFB. My FFB suddendly stops, sometimes in the first lap, sometimes after 3 or 4 laps.




Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on December 14, 2011, 10:46:11 PM
I think that at the end of the pit line is the way it joins with the track, over lap the best way to change it would be to cut it and weld it together in 3dsmax, hard to say unless seen in 3dsmax.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: whitham69 on December 17, 2011, 09:59:12 PM
Im trying to get pembry made by Banger into GPbikes, i converted the model long time ago. Im having issue's when i try to play the track in  game, the models and collsion data is there as i can move the bike, it also sat in the pits so all the rdf files seem to be correct, problem is there i cant see the track. I can see the track/textures in piboso software ie tracked. It like threre no light source. i copyed the skydome edf from philip island to pembry folder.

do these edf have the light sorce and have to placed in an xyz cord
When you export the .map and .trp there light values, i left these alone and it 1/1/1 is this correct
Do i have to add a light sorce in max before i export?

Sorry to ask here at a kart game but piboso software and conversion are the same for both games.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Nitrox on December 18, 2011, 12:26:18 AM
You need a .amb file! You can copy it from another track (and modify it, if necessary).
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: whitham69 on December 18, 2011, 01:51:02 PM
yeah that was the issue, added amb file works like a treat, not sure how i missed that

Thanks
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Nitrox on December 18, 2011, 02:05:19 PM
Quote from: whitham69 on December 18, 2011, 01:51:02 PM
yeah that was the issue, added amb file works like a treat, not sure how i missed that

Thanks

Great :)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: whitham69 on December 18, 2011, 07:01:42 PM
anyone had issue with exporting the edf.  I done it once and all the models showed in tracked and map viewer now when i do it i just get green square.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: whitham69 on December 18, 2011, 09:06:43 PM
Strange bug, done a reinstail of max and edf plugin and it now exporting like it did before. 7 hours to export a trp file :'(  All i needed to change was the fence prefix and remove the Rfactor timing models
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: EVO on December 18, 2011, 10:16:43 PM
yeah sometimes you have to just sort of "reinstall" the edfexporter.
i was having this issue. It does take hours maybe three for my 3ghz dual core PC, should not take 7 hours unless you are using a MAC notbook or something
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: whitham69 on December 18, 2011, 10:51:20 PM
I got an i5 core, but the 7 hours was trying to export the trp file before i reinstailed. the .map exported fine just the trp for never this time some reason.

piboso software pretty good, im surprise how easy it was to add the track, we had problems with the lap timing untill we tryed a desperate attempt and use - figures, scaling was wrong but i use racehard guide that was a 2 minute job. we complety missed the amb file :P. Were not up your standereds yet burt this is the first track we added with the tools, this beta release has lot more option than i could add beofore. Alot more learning to do by us, It nice there somewhere else which is converting in this format, The two of us have struggle for the last few years on our own bring crappy mod to GP bikes with not tools.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: whitham69 on December 18, 2011, 11:29:08 PM
Afew years ago i converted a track which is alot like your russainring go kart track, i had no idea it was a proper track, think it the 1st out of the 3  layout in the vid. I must have the max file somewhere for it on one of my 5 hard drives.

http://www.youtube.com/watch?v=8A08NUtMJ9A&feature=g-upl&context=G28e83a3AUAAAAAAABAA (http://www.youtube.com/watch?v=8A08NUtMJ9A&feature=g-upl&context=G28e83a3AUAAAAAAABAA)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: whitham69 on December 20, 2011, 01:40:29 AM
This exporter really is pot luck :'(, another 7 or 8 hours wasted on this


how you guys are not having issue with it is beyond me, Read this whole thread twice, only thing i not done is resize the .bmp

Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on December 20, 2011, 02:25:12 AM
64 bit os is the way to go. There is some information on here somewhere about it.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: whitham69 on December 20, 2011, 11:24:18 AM
im running 64 bit os. even try on another PC and tryed another version of MAX which my friend owns. The file size is the same as correct export so we'll try setting up the tracked stuff using a buggy export and hope that works, just concerned that with only grass and track showing it wont load the collsion data for fences.

thanks for the help.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on December 20, 2011, 12:07:56 PM
Which 3ds max do you have I am useing 2010 32bit seems better then the 64 bit max, but i have it on the 64bit os, I was using 32 bit os but it got so hard to export the bigger the track.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Frank Hermann on December 20, 2011, 12:41:52 PM
Max 2009 here, and a 2,1 Ghz Dualcore, 4 GB Ram and a Geforce GTX 460

for exporting the map file (100 MB - incl. Shadow volume and Shadowmaps): 3 Min 30 Sec
for exporting trp file: 7 Sec

just for comparison...
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on December 20, 2011, 01:25:44 PM
I find the larger the file the longer it takes, 3min about right, Are there any errors as they will cause problems missing textures even if the texture has been used then deleted it still needs to be there this is just my own experience, you may just need to keep playing with it.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: whitham69 on December 20, 2011, 01:50:16 PM
I5 650 @ 3.20 ghz GTX 560Ti 12 GB ram. im using MAX9 (not)2009. No errors on exporting, models 48mb. I keep playing im sure a solution will come as some time.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: nak on December 27, 2011, 02:58:28 PM
Hi guys, having a problem with trackEd. When I load up the track the model shows all the detail and all the textures that I have applied however, once I lay the centre line and merge it if I reload the track then all the detail has disappeared and the track will not load into the game :(
Pic's very much related
(http://imageshack.us/photo/my-images/823/src1.jpg/)

(http://imageshack.us/photo/my-images/21/src2b.jpg/)

Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on December 27, 2011, 03:41:12 PM
in first picture centerline isn`t merged u see on this white numbers if the centerline is merged the numbers are the same.
in 2nd i don`t know. but is your centerline closed? last segment a curve? Racedata done?
I think the best way to fix the problem is when u upload the track and some guys with more experience can take a look on it. ;)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: nak on December 27, 2011, 04:37:05 PM
www.megaupload.com/?d=V8ZS4YGO  (http://www.megaupload.com/?d=V8ZS4YGO)
Here are the trp map and rdf, I know that the rdf has the pits and start on the s/f line and im also aware that the textures are not finished, however this is just to test the track as its for GPBikes, and the physics really dont like the uphill gradients.

If anyone can find what the problem is I would be eternally grateful.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: dibu on December 27, 2011, 05:46:09 PM
As Schwoni already assumed your centerline is not closed and the last segment is not a curve. Also the first segment should be a straight of 10m.
http://tools.piboso.com/index.php/Track_Editor

Can you upload your centerline, maybe it's possible to adjust it instead of creating a completely new one (Suzuka is long :P)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: nak on December 27, 2011, 07:07:28 PM
I loves you guys, thought the centre line was done, it wasn't sorted now :) gonna carry on adding the textures and get this bad boy finished now.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: dibu on December 27, 2011, 07:17:43 PM
Don't forget to grab the new stall.edf (28KB) from Victoria circuit, it's for bikes.
Sachsenring, Pembrey and Knockhill still use the wider stalls for karts (10KB).

Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: nak on January 03, 2012, 07:35:35 PM
Hi more stupid problems for me! if anyone can help? the centre line is stamped and closed on another project however for the life of me I cant get the lap times working,  tracks are in game and working its just the damn lap timers :(
finish_line
{
long = 2177.000000
left = -17.000000
right = 22.000000
}
speedtrap_line
{
long = 345.000000
left = -11.000000
right = 12.000000
}
split1
{
long = 658.211426
left = -15.000000
right = 15.000000
}
split2
{
long = 1200.802856
left = -15.000000
right = 15.000000
}
split3
{
long = 1743.394287
left = -15.000000
right = 15.000000
}
pit_in
{
long = 1924.800049
left = -1.000000
right = 20.000000
}
pit_out
{
long = 180.000000
left = -1.000000
right = 20.000000
}
pit_lane
{
numstalls = 24
starttype = 1
startstartlong = 115.149002
startdifflong = 6.000000
startstartlat = 17.270000
startendlat = 17.270000
startanglerel = 270.000000
startposx = 14.406000
startposz = -42.141998
startspacingx = 0.000000
startspacingz = 6.000000
startangleabs = 90.000000
startcolumns = 1
start_stall0
{
long = 2173.719482
lat = 18.680481
angle = -1.297989
}
start_stall1
{
long = 2167.479980
lat = 18.777954
angle = -0.563057
}
start_stall2
{
long = 2161.297119
lat = 18.800657
angle = -0.005325
}
start_stall3
{
long = 2155.297119
lat = 18.801216
angle = -0.005325
}
start_stall4
{
long = 2149.297119
lat = 18.801773
angle = -0.005325
}
start_stall5
{
long = 2143.297119
lat = 18.802332
angle = -0.005325
}
start_stall6
{
long = 2137.297119
lat = 18.802889
angle = -0.005325
}
start_stall7
{
long = 2131.297119
lat = 18.803448
angle = -0.005325
}
start_stall8
{
long = 2125.297119
lat = 18.804005
angle = -0.005325
}
start_stall9
{
long = 2119.297119
lat = 18.804564
angle = -0.005325
}
start_stall10
{
long = 2113.297119
lat = 18.805120
angle = -0.005325
}
start_stall11
{
long = 2107.297119
lat = 18.805679
angle = -0.005325
}
start_stall12
{
long = 2101.297119
lat = 18.806236
angle = -0.005325
}
start_stall13
{
long = 2095.297119
lat = 18.806795
angle = -0.005325
}
start_stall14
{
long = 2089.297119
lat = 18.807352
angle = -0.005325
}
start_stall15
{
long = 2083.297119
lat = 18.807911
angle = -0.005325
}
start_stall16
{
long = 2077.297119
lat = 18.808468
angle = -0.005325
}
start_stall17
{
long = 2071.297119
lat = 18.809027
angle = -0.005325
}
start_stall18
{
long = 2065.297119
lat = 18.809584
angle = -0.005325
}
start_stall19
{
long = 2059.297119
lat = 18.810143
angle = -0.005325
}
start_stall20
{
long = 2053.297119
lat = 18.810699
angle = -0.005325
}
start_stall21
{
long = 2047.296997
lat = 18.811256
angle = -0.005325
}
start_stall22
{
long = 2041.296997
lat = 18.811815
angle = -0.005325
}
start_stall23
{
long = 2035.296997
lat = 18.812372
angle = -0.005325
}
}
pit_board
{
height = 0.000000
startlong = 0.000000
difflong = 0.000000
startlat = 0.000000
endlat = 0.000000
stall0
{
long = 0.000000
lat = 0.000000
angle = 0.000000
}
stall1
{
long = 0.000000
lat = 0.000000
angle = 0.000000
}
stall2
{
long = 0.000000
lat = 0.000000
angle = 0.000000
}
stall3
{
long = 0.000000
lat = 0.000000
angle = 0.000000
}
stall4
{
long = 0.000000
lat = 0.000000
angle = 0.000000
}
stall5
{
long = 0.000000
lat = 0.000000
angle = 0.000000
}
stall6
{
long = 0.000000
lat = 0.000000
angle = 0.000000
}
stall7
{
long = 0.000000
lat = 0.000000
angle = 0.000000
}
stall8
{
long = 0.000000
lat = 0.000000
angle = 0.000000
}
stall9
{
long = 0.000000
lat = 0.000000
angle = 0.000000
}
stall10
{
long = 0.000000
lat = 0.000000
angle = 0.000000
}
stall11
{
long = 0.000000
lat = 0.000000
angle = 0.000000
}
stall12
{
long = 0.000000
lat = 0.000000
angle = 0.000000
}
stall13
{
long = 0.000000
lat = 0.000000
angle = 0.000000
}
stall14
{
long = 0.000000
lat = 0.000000
angle = 0.000000
}
stall15
{
long = 0.000000
lat = 0.000000
angle = 0.000000
}
stall16
{
long = 0.000000
lat = 0.000000
angle = 0.000000
}
stall17
{
long = 0.000000
lat = 0.000000
angle = 0.000000
}
stall18
{
long = 0.000000
lat = 0.000000
angle = 0.000000
}
stall19
{
long = 0.000000
lat = 0.000000
angle = 0.000000
}
stall20
{
long = 0.000000
lat = 0.000000
angle = 0.000000
}
stall21
{
long = 0.000000
lat = 0.000000
angle = 0.000000
}
stall22
{
long = 0.000000
lat = 0.000000
angle = 0.000000
}
stall23
{
long = 0.000000
lat = 0.000000
angle = 0.000000
}
}
starting_grid
{
numstalls = 24
numstallsperrow = 3
distfromstartline = 1.000000
lanespacing = 5.000000
rowspacing = 15.000000
difflat = 0.000000
lanewidth = 4.500000
latshift = 0.000000
side = 1
stall0
{
long = 2176.000000
lat = 4.500000
angle = 0.000000
}
stall1
{
long = 2171.000000
lat = 0.000000
angle = 0.000000
}
stall2
{
long = 2166.000000
lat = -4.500000
angle = 0.000000
}
stall3
{
long = 2161.000000
lat = 4.500000
angle = 0.000000
}
stall4
{
long = 2156.000000
lat = 0.000000
angle = 0.000000
}
stall5
{
long = 2151.000000
lat = -4.500000
angle = 0.000000
}
stall6
{
long = 2146.000000
lat = 4.500000
angle = 0.000000
}
stall7
{
long = 2141.000000
lat = 0.000000
angle = 0.000000
}
stall8
{
long = 2136.000000
lat = -4.500000
angle = 0.000000
}
stall9
{
long = 2131.000000
lat = 4.500000
angle = 0.000000
}
stall10
{
long = 2126.000000
lat = 0.000000
angle = 0.000000
}
stall11
{
long = 2121.000000
lat = -4.500000
angle = 0.000000
}
stall12
{
long = 2116.000000
lat = 4.500000
angle = 0.000000
}
stall13
{
long = 2111.000000
lat = 0.000000
angle = 0.000000
}
stall14
{
long = 2106.000000
lat = -4.500000
angle = 0.000000
}
stall15
{
long = 2101.000000
lat = 4.500000
angle = 0.000000
}
stall16
{
long = 2096.000000
lat = 0.000000
angle = 0.000000
}
stall17
{
long = 2091.000000
lat = -4.500000
angle = 0.000000
}
stall18
{
long = 2086.000000
lat = 4.500000
angle = 0.000000
}
stall19
{
long = 2081.000000
lat = 0.000000
angle = 0.000000
}
stall20
{
long = 2076.000000
lat = -4.500000
angle = 0.000000
}
stall21
{
long = 2071.000000
lat = 4.500000
angle = 0.000000
}
stall22
{
long = 2066.000000
lat = 0.000000
angle = 0.000000
}
stall23
{
long = 2061.000000
lat = -4.500000
angle = 0.000000
}
}
num_checkpoints = 0

Edit: all the "left" values are - and right are +. I have 2 tracks almost ready to go but the laptimes are giving me real problems and TBH the official online documentation is pretty shocking.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: PiBoSo on January 03, 2012, 08:32:35 PM
Quote from: nak on January 03, 2012, 07:35:35 PM
Hi more stupid problems for me! if anyone can help? the centre line is stamped and closed on another project however for the life of me I cant get the lap times working,  tracks are in game and working its just the damn lap timers :(

Edit: all the "left" values are - and right are +. I have 2 tracks almost ready to go but the laptimes are giving me real problems and TBH the official online documentation is pretty shocking.

Please make sure that the left and right points of each line are on the collidable surface.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on January 03, 2012, 08:40:36 PM
Quote from: nak on January 03, 2012, 07:35:35 PM
Hi more stupid problems for me! if anyone can help? the centre line is stamped and closed on another project however for the life of me I cant get the lap times working,  tracks are in game and working its just the damn lap timers :(

do u wanna convert it for gpbikes or krp?

if u wanna convert to krp u should use krp in racedata because krp don`t use pitlines. So u have choosed another thing like gp bikes.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: nak on January 03, 2012, 08:47:36 PM
Hi sorry yeah its for GPBikes but all the track conversion knowledge is here.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: nak on January 04, 2012, 01:58:37 PM
If it would help here are the TRP, TCL and RDF that I am currently working on. www.megaupload.com/?d=9ZPXT2QC I am aware that the file names dont match, this is changed before they are put into the game folder. The track loads into game and plays just fine but cannot be finished without working timing :( Also if some kind soul would tell me exactly what im doing wrong i would be forever indebted to them!!!
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: dibu on January 04, 2012, 02:40:07 PM
Did you see what PiBoSo wrote here?
http://forum.kartracing-pro.com/index.php?topic=196.msg8159#msg8159

With just the .trp it's hard to say, but can you test again with these settings: 


finish_line
{
   long = 115.000000
   left = -10.500000
   right = 19.000000
}
speedtrap_line
{
   long = 337.000000
   left = -8.000000
   right = 9.800000
}
split1
{
   long = 657.591431
   left = -9.000000
   right = 7.000000
}
split2
{
   long = 1200.182861
   left = -7.300000
   right = 8.800000
}
split3
{
   long = 1742.774292
   left = -12.000000
   right = 10.500000
}
pit_in
{
   long = 1924.000000
   left = -1.000000
   right = 20.000000
}
pit_out
{
   long = 161.000000
   left = -1.000000
   right = 14.500000
}

Edit: just changed some more values.

Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: nak on January 04, 2012, 03:40:14 PM
Thanks guys I missed Piboso's reply, it was 1 badly named object in the max file on each model! just where the 2nd split is on Norisring and next to the S/F on Assen.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Cloudheaven on February 02, 2012, 11:21:20 PM
I'm starting my test for conversion and I have some problem!
I have understood that I have to rename all the material, so
the track is TRKASPH_object1, but what's the correct name for the grass?
My grass is divided in 12 object! Thanks for the help!
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: EVO on February 02, 2012, 11:47:07 PM
TRKGRAS_object01, TRKGRAS_object02,........TRKGRAS_object12
For surfaces you would never drive on do not name them to the KRP standard this will make them non colidable and improve frame rate
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on February 03, 2012, 12:40:57 AM
You can attach them,Right click, unless you need them separate.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: EVO on February 03, 2012, 03:42:26 AM
does that improve performance as well or just simplifies the max file?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on February 03, 2012, 10:34:24 AM
It will make no differents in performance just sometimes makes it easier, To detach needs to be editable mesh.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Cloudheaven on February 03, 2012, 11:33:51 AM
Thanks for the help guys, unfortunately I've another issue: once I have exported the project in .map and .trp
if I try to see the result in Map Viewer I can't see nothing, only a grey screen!
The simple track is formed by a tarmac layout and some grass around, only 2 texture in tga without alpha channel,
the name of the 2 material is correct and the material is set to standard, what I'm missing?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Dan Buck on February 03, 2012, 12:36:43 PM
please convert Interlagos! :)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Nitrox on February 03, 2012, 12:52:48 PM
Make yourself familiar with mapview controls. ;) hold control and move the mouse, use arrow keys to move POV. For better orientation, put clearsky from any other track in same folder as .map file.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Cloudheaven on February 03, 2012, 01:00:55 PM
Quote from: Nitrox on February 03, 2012, 12:52:48 PM
Make yourself familiar with mapview controls. ;) hold control and move the mouse, use arrow keys to move POV. For better orientation, put clearsky from any other track in same folder as .map file.

Thanks, but anything I do it's useless, even add a clearsky from another track, I get always an
empty grey screen, no matter what I do  :'(
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on February 03, 2012, 02:07:57 PM
Only skipped through reading your post as i am busy at minute, Are your textures power of 2, are there errors on export.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Cloudheaven on February 03, 2012, 02:10:46 PM
Both textures are 512*512 and I have no errors on export!

3dsmax is 2010 version
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: robby on February 03, 2012, 02:55:23 PM
Can you post the files here than i have a look

Gr robby
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Cloudheaven on February 03, 2012, 02:57:46 PM
This is the files, the project and the map+trp

Thank you for the help

3ds: http://www.mediafire.com/?ojga3gaiebc79wd
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: robby on February 03, 2012, 05:50:35 PM
dont use multi submaterials beter use 2 material slots 1 for gras 1 for the road

i have it warking bad you neet to look for it in the map viewer use the navigate keys and look around

robby


Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Cloudheaven on February 03, 2012, 06:16:42 PM
Many thanks, but how I divide the submaterials? Sorry, I'm new to 3dsmax!
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on February 03, 2012, 06:42:34 PM
All you need to do is use standed material, deffuse, bitmap.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Cloudheaven on February 03, 2012, 07:16:52 PM
Thanks, but with your instructions, i can get only this!
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Nitrox on February 03, 2012, 08:13:57 PM
Go into diffuse map and click this (or similar) icon to make texture visible.

http://www.abload.de/image.php?img=10di3u.jpg

(see first post)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on February 03, 2012, 09:22:26 PM
Are you converting a track or building track, Is that a texture on the track.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: EVO on February 03, 2012, 10:27:58 PM
how do you literally attach mesh vertices? weld?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: robby on February 04, 2012, 03:52:59 AM
joe

you can weld or collaps them

watch out wit colaps cos if you heve mor verts selected than you see it messes things up

cya robby
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Cloudheaven on February 04, 2012, 10:27:42 AM
Finally I made the first step, the map preview is functioning, thanks everybody for the help!
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: EVO on February 04, 2012, 10:39:27 AM
very nice textures Cloud
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Cloudheaven on February 04, 2012, 10:43:13 AM
Quote from: EVO on February 04, 2012, 10:39:27 AM
very nice textures Cloud

Many thanks but THESE are nice texture! This is one of my work on gMotor2!
I think you can recognize what track is  ;)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: whitham69 on February 04, 2012, 01:36:13 PM
Does anyone know what the maximum number of segment and lenth for the center line is please. we got 26 km and it causing an core.exe crash
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Nitrox on February 04, 2012, 02:10:36 PM
Wow Lonato? Looks very nice! Looking forward to seeing one of your tracks in KRP :)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Cloudheaven on February 04, 2012, 04:38:28 PM
Quote from: Nitrox on February 04, 2012, 02:10:36 PM
Wow Lonato? Looks very nice! Looking forward to seeing one of your tracks in KRP :)

Yes, it's my GPS version of Lonato, with 3D modeled negative curbs, like the real thing!
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Nitrox on February 04, 2012, 05:13:21 PM
I'd really like to try this, but i think we have a good lonato track. Would be nice anyway ;)
Gmotor2 means it's an rf track right? So your existing tracks could be converted to KRP?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Cloudheaven on February 04, 2012, 05:47:29 PM
Quote from: Nitrox on February 04, 2012, 05:13:21 PM
I'd really like to try this, but i think we have a good lonato track. Would be nice anyway ;)
Gmotor2 means it's an rf track right? So your existing tracks could be converted to KRP?

gMotor2 means ISI and then F1Challenge, Race 07, GTR2 and rFactor.
I think too that we have a very good version of Lonato, but for example
doesn't have negative curbs like the real track, they make a big difference in feeling and drive,
plus the internal curbs are a little more tall in reality, the profile is different, the KRP version has totally different curbs.

photo 1 the profile of the internal curbs, photo 2 the external ones (at the exit of every corner)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: laraarsa on February 06, 2012, 01:28:24 PM
When i convert all the textures from dds. to tga. should i then delete the dds files?
I'm trying to get a track converted, but I make little progress...
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Nitrox on February 06, 2012, 01:41:56 PM
Cloudheaven, i'd really like to feel the difference ;) there are one or two tracks with negative curbs, they are quite difficult to drive. Somehow you have very less grip on them in KRP.

No need to delete dds files, you have to map tga textures to every material anyways. Just follow the guide from first post.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Cloudheaven on February 06, 2012, 02:14:18 PM
Quote from: Nitrox on February 06, 2012, 01:41:56 PM
Cloudheaven, i'd really like to feel the difference ;) there are one or two tracks with negative curbs, they are quite difficult to drive. Somehow you have very less grip on them in KRP.

No need to delete dds files, you have to map tga textures to every material anyways. Just follow the guide from first post.

There is Kerpen that has a nice 3d modeled negative curbs, that in fact it's a conversion by a gMotor track  :)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Nitrox on February 06, 2012, 02:19:39 PM
Yeah i meant the difference between lonato tracks ;)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: laraarsa on February 06, 2012, 02:22:24 PM
I use 3ds max 2011, but there is no max plugin for the 2011 version. Is this a problem?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Cloudheaven on February 06, 2012, 02:47:35 PM
Quote from: laraarsa on February 06, 2012, 02:22:24 PM
I use 3ds max 2011, but there is no max plugin for the 2011 version. Is this a problem?

Dunno, i've taken the 2010 version to avoid this type of issue!
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Nitrox on February 06, 2012, 06:17:53 PM
Use the latest exporter, it should work from my experience.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: robby on February 06, 2012, 07:17:59 PM
i use the 2011 version and had no problems so far :D
later robby
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Racehard on February 06, 2012, 10:44:23 PM
Cloudheaven your are a talented track creator  :)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Cloudheaven on February 07, 2012, 12:21:57 AM
Quote from: Racehard on February 06, 2012, 10:44:23 PM
Cloudheaven your are a talented track creator  :)

Thank you, now I want to enter in the world of KRP tracks! :)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: laraarsa on February 15, 2012, 12:29:28 PM
Every time I try to get my track into 3ds max it gives me the error: 'unknown sytem exception' What could cause
this error. I really want to get the track converted...
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: EVO on February 15, 2012, 04:45:55 PM
Your are using 3ds max 2010 32 bit, with all the scripts, plugins, hardware shaders etc?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: laraarsa on February 15, 2012, 05:13:48 PM
3DS max 2011 32 bit with all hardwareshaders+plugins, scripts
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on February 15, 2012, 05:29:46 PM
do u have all GMT`s and dds files in one folder? and another folder for TGA`s?

if u wanna import texture path: to ur TGA folder after that at the bottom import directory and choose ur GMT folder with all GMT`s and dds files included and it should work
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: laraarsa on February 15, 2012, 06:13:16 PM
I think that's the problem.

Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on February 15, 2012, 06:41:01 PM
ok it is a MUST or the best way with this 2 folders. and it is very important to have GMT AND dds in the same folder.

i have had the same problem in beginning ;)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: laraarsa on February 15, 2012, 06:58:40 PM
It's still throwing me the error  :'( :'(
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on February 15, 2012, 07:03:48 PM
is that the error and after that 3ds close automatic?

i have since win7 now i use that compability mode run as win XP service pack 3 in properties of 3ds.exe after that no more problems.

So if it is that error u should give it a try
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: laraarsa on February 15, 2012, 07:05:23 PM

By laraarsa (http://profile.imageshack.us/user/laraarsa) at 2012-02-15


By laraarsa (http://profile.imageshack.us/user/laraarsa) at 2012-02-15



By laraarsa (http://profile.imageshack.us/user/laraarsa) at 2012-02-15

It doesn't close automaticly after the error occurs.

Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on February 15, 2012, 07:17:48 PM
hmm.. i also have had this, i think i have had nerly every error that is possible^^ But i can`t remember how i have fixed. Could u send me the rfactor or whatever track or DL link? so i can try it and if it work u have something wrong with that folders or something wrong with plugins or shaders or whatever. But first i should test.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: EVO on February 15, 2012, 09:47:14 PM
i think it only works on 2010 3dsmax,  the KRP plugins work but the rfactor script only for 2010 32 bit
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on February 16, 2012, 12:46:54 AM
I haven't done this for a while but i think you may have the wrong script, looks as if there is a problem with the shaders, As this will work with 2011 3ds max, Have you unpacked all shaders and put them into hardwareshaders, There are over 100 i think.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: laraarsa on February 16, 2012, 07:20:32 AM
http://www.fileserve.com/file/JQsSc3r

here is the link to the track. It's in  rFactor form yet.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Sam on February 16, 2012, 08:50:06 AM
how do u download of that site
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: laraarsa on February 16, 2012, 08:53:53 AM
Click on slower download. Post the code. Wait till you can download. Click on slower download.
It won't work in krp yet.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: laraarsa on February 16, 2012, 09:44:36 AM
Nevermind
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: laraarsa on February 16, 2012, 11:54:06 AM
>> MAXScript Rollout Handler Exception: -- Unknown system exception <<
-- Error occurred in anonymous codeblock; filename: C:\Program Files\Autodesk\3ds Max 2011\scripts\startup\importGMT2.ms; position: 8790; line: 211
-- Unknown property: "shaderClass" in undefined

This error occurs with the GMT 2 importer. Do you guys know what to change?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: laraarsa on February 18, 2012, 06:10:42 PM
Schwoni, did you see the download link to the rFactor track? Sorry if I'm impatient, but I really want to drive on the track  ;)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on February 18, 2012, 07:57:57 PM
lol u wanna drive on landsard? is that the one from michal boonstra? ask arco i allready have it but it don`t wokr good double material without end gras what u can`t do collidable u always fall through to the square of gras. and u can`t abjust it. The kurbs aro too hig or low. That`s nothing for KRP better build from scratch
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: laraarsa on February 19, 2012, 06:56:15 AM
OK! I will start from the beginning then.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: whitham69 on February 22, 2012, 08:01:28 PM
Im afraid your 2 wheel cousin need abit of help again  ::)

We just released nordschleife and were getting complant about FPS, Do any of your tracks have this amount of objects or polys? The track can be downloaded from http://forums.piboso.com/showthread.php?tid=6 (http://forums.piboso.com/showthread.php?tid=6)if your intrested. it should work on KRP as your tracks run on GPbike, im unsure if a cart could around due to ground clearance.

Have you found any fix's or things that the software dont like?


Scene Totals:
  Objects: 1456
  Shapes: 0
  Cameras: 0
  Lights: 0
  Helpers: 1
  Space Warps: 0
  Total: 1457

Mesh Totals:

  Verts: 426061
  Faces: 191463
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: EVO on February 23, 2012, 01:32:00 AM
Schwoni has tested with over 1 Million.
In max try opotimize mofifier on the large meshes but be careful you would need to inspect the track for holes becasue it reduce poly count
maybe best to do the modifier on the grass ,track and kerbs , I think this will link them, but im not sure.   I use it on al the dashes I make.  Its helped

I also use it on high poly object i import into tracks.

Another way to drastically improve frame rate is to make objects non colidable.
Use invisible walls instead of colliding with high poly object ike tryes and modeled armco.

QuoteTo make an object invisible ( but still collidable ) its name must include the keyword INVISIBLE ( eg: WLLCONCINVISIBLE )

to make a wall
draw a line top view and put a extrude modifier.

this mabybe tedious for the N-Ring but it will help alot unless your walls are already  just simple planes
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: whitham69 on February 23, 2012, 09:03:41 AM
Thanks Evo. after getting some more bug reports and doing some bench testing we think it a memory issue more than graphic now. just sat in the pitlane im using gb of ram.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: laraarsa on February 23, 2012, 09:09:01 AM
Will the track work for Kart Racing Pro?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: whitham69 on February 23, 2012, 11:19:16 AM
i know the tracks can be loaded into both game as the software the same, im unsure if the timing would work i never checked as the kart tracks are little small for the bikes to go around, drop it in the folder if it dont work you can always delete it.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: laraarsa on March 07, 2012, 05:02:50 PM
Can anyone please help me with the message?
Here is a new download link: http://rfactorcentral.com/detail.cfm?ID=MRP%20Raceway%20Park
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: laraarsa on March 13, 2012, 03:59:24 PM
Quote from: laraarsa on March 07, 2012, 05:02:50 PM
Can anyone please help me with the message?
Here is a new download link: http://rfactorcentral.com/detail.cfm?ID=MRP%20Raceway%20Park
Anyone please?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: EVO on March 13, 2012, 10:28:02 PM
where is the link for the error. 
Are you using 3dsMax2010 32bit.  It works flawlessly for conversions
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: laraarsa on March 14, 2012, 07:55:20 PM
3ds max 2011 32 bit. What do you mean with link to the message?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: EVO on March 15, 2012, 08:23:56 AM
Quote from: laraarsa on March 07, 2012, 05:02:50 PM
Can anyone please help me with the message?
Here is a new download link: http://rfactorcentral.com/detail.cfm?ID=MRP%20Raceway%20Park
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: EVO on March 15, 2012, 08:25:54 AM
i think 2010 is best for ractor conversion because the hardware shaders, scipts are all for 2010 3ds bit
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: laraarsa on March 21, 2012, 02:42:56 PM
Quote from: EVO on March 15, 2012, 08:25:54 AM
i think 2010 is best for ractor conversion because the hardware shaders, scipts are all for 2010 3ds bit
If I have 2011 can I still get 2010?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: EVO on March 21, 2012, 03:40:37 PM
of course
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: laraarsa on March 21, 2012, 05:46:28 PM
How?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: EVO on March 21, 2012, 10:40:40 PM
the most powerful tool known to man kind.  starts with G ends with E and has two Os
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: laraarsa on March 22, 2012, 01:53:02 PM
(http://imageshack.us/photo/my-images/688/naamloosjio.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

Is it normal I don't have any grass.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on March 22, 2012, 08:27:58 PM
u MUST have all ur GMT and dds files in one folder. and u need a extra tga folder for all tga files that  u converted from dds to tga.
the texture path is ur tga folder with only tga files. and that import directory button is ur folder with ur gmt AND dds files.

i have had the same mistake at the beginning, so make sure that ur GMT and dds files are together in a folder
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: laraarsa on March 23, 2012, 09:46:25 AM
I did that and now is works, but I don't have grass two, but grass 0. Should that be a problem?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: E. Souza on May 07, 2012, 04:24:28 PM
hey fellas, first of all, I would like to thank for the awesome tutorial.

but, when the 3DS max 9 try to load the Material.dlt, Texture.dlt and Converter.dlu they return me an error (that on the picture) I put the files where the tutorial says, i try others versions os the rFactor Max Plugins without sucess, anyone have any idea what could be?

ps. that last part in portuguese says "Não foi possível encontrar o módulo especificado" =>"Could not find the specified module"

tnx again

Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on May 07, 2012, 04:25:34 PM
Quote from: laraarsa on March 23, 2012, 09:46:25 AM
I did that and now is works, but I don't have grass two, but grass 0. Should that be a problem?

Important is that u texture with a gras texture the name is not important.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on May 07, 2012, 04:43:25 PM
E.souza are you sure you have the right plugin as there is a max 9 and max 2009 both32bit.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: E. Souza on May 07, 2012, 06:04:36 PM
Quote from: maxrod on May 07, 2012, 04:43:25 PM
E.souza are you sure you have the right plugin as there is a max 9 and max 2009 both32bit.

yes, all pluging instaled, and 32bits version 3ds max 9, I was able to install on a computer with W7 and Max2011, now I need it on a computer with WinXP, but this error is not allowing
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: E. Souza on May 08, 2012, 09:32:43 PM
Quote from: E. Souza on May 07, 2012, 04:24:28 PM
hey fellas, first of all, I would like to thank for the awesome tutorial.

but, when the 3DS max 9 try to load the Material.dlt, Texture.dlt and Converter.dlu they return me an error (that on the picture) I put the files where the tutorial says, i try others versions os the rFactor Max Plugins without sucess, anyone have any idea what could be?

ps. that last part in portuguese says "Não foi possível encontrar o módulo especificado" =>"Could not find the specified module"

tnx again



Problem Solved

I installed these programs, and the error messages disappeared

http://www.microsoft.com/downloads/details.aspx?familyid=2da43d38-db71-4c1b-bc6a-9b6652cd92a3&displaylang=en


http://www.microsoft.com/downloads/details.aspx?familyid=200B2FD9-AE1A-4A14-984D-389C36F85647&displaylang=en
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: ducatijonny on July 16, 2012, 11:14:35 AM
Hi, Great tutorial.

Please can somebody help?

I have a problem in 2010 max, I have black perspective window, no track or textures??? :(
can get wireframe but nothing else.

All other windows show wireframe ok.

Thanks.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on July 16, 2012, 12:52:31 PM
F3 will toggle between wire and highlights, bottom right corner maximize viewport.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: ducatijonny on July 17, 2012, 11:19:51 AM
Thamks maxrod.

Have textures in viewport :)

Another silly question my background anf skybox have no textures and are not to scale???

Do I assign texture? and change sizes?

Thanks.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on July 17, 2012, 11:38:39 AM
What do you mean are not to scale? You don't need the skybox.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: ducatijonny on July 17, 2012, 01:29:57 PM
Hi Maxrod thanks for reply.

I have skybox dome very small in middle of track, guess I can delete this?.

Also have skyibox with background on, I have found textures manually and assigned them but its cutting across a hairpin.

Should I delete both these objects and there materials?

Kind regards.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on July 17, 2012, 03:32:27 PM
Yes delete these as you will use krp skybox, The other material across the track was probably a check point from rfactor, All you need is the track you are converting as you will create check points ect in krp tracked, Keep going you will get there it is no that hard.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Furious on August 07, 2012, 03:57:49 PM
Hi all :) I'n new to KRP forum cause I'm mainly GP Bikes palyer. I want to convert my track from rFactor to Gp Bikes. I have a problem with it :/ Some fragments of the road are totaly black, some are not. All of them has the same texture file :/ The same thing with the grass . What can be a problem ?? I deleted alpha chanel from the tarmac texture, and r-echoose this file in material edior but it's still black . Should I Delete all alpha chanel in all files and then import the track ??

Also I can't find an option in 3dsmax 2010 to delete whole object. For example , skydome. I can only select every triangle, but not a whole skydome. Also with the rFactor technical elements like tarmack walls on the track. Can you help guys ??
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on August 07, 2012, 04:01:52 PM
just choose select> click skydome and push delete, then u delete the whole skydome. with black parts on asph, are that maybe skid marks? try to delete the black parts or apply another texture on it then u will see what it is.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Arnage on September 29, 2012, 08:04:07 AM
Where are all of the .MAS files? All I've got is .DDS.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on September 29, 2012, 10:23:26 PM
Where are all of the .MAS files?. sorry you will need to explain a little more.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: cruzebabuze on October 04, 2012, 09:42:15 PM
Hi everyone, i am new to KRP, but i have been 3D modeling, texturing and animating for around 20 years. I just done my first track and everthing seems smooth, but after importing it into the track folder, then i start KRP and load the new track, but i get an error message: Pitline Full. this does that only when i use my new track, if i use the default track it works perfectly. I must be doing something wrong in the Tracked editor or something like that. Is there anyone that has an idea how to fix it? Thank you in advance,

sincerely

Cruzebabuze
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on October 04, 2012, 11:55:47 PM
have u done centerline in tracked and racedata? this is most if u haven`t done pits.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: EVO on October 05, 2012, 07:50:54 AM
Arnage the mas files are in the rfactor track.  using the mas utility us exgract the gmt and dds.  convert the  dds to tga
then in 3ds max load the gmt with the script along with the dds then change all the gmotor textures to stadnard bitmap  tga textures it takes time but it pretty easy
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: cruzebabuze on October 05, 2012, 02:34:18 PM
Quote from: Schwoni on October 04, 2012, 11:55:47 PM
have u done centerline in tracked and racedata? this is most if u haven`t done pits.

Yes I have done the center line, and merge it but I think you are right, I think my pits are wrong, is there any advice on how to make? Thank you
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Schwoni on October 05, 2012, 02:48:42 PM
in track creatin guide, or here should be something written about that, i have had problems in beginning, too :)
view racedata, at bottom of racedata windows u see "grids" and "pits" click grids>karts and u created the grids at Start/Finish line. after that u click pits and play with values, important is number of pits, set it to 2 orso, for testing enough. the other values are the position of the pit stalls, if u change nothing ur pit will be in middle of S/F line so just type number of pits: 2 and save racedata then u should be able to test ur track.
Also don`t forget to merge ur centerline and save .trp file.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Piers Prior on October 05, 2012, 07:43:23 PM
sorry off topic but if someone could make a software download that converts all the files for u in that would be sooooooooooo much easier ;)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: LauZzZn on November 14, 2012, 08:32:31 PM
i have a problem with the convert.
i already converted one track and i worked very well.
but now i want to convert 3 other tracks but it doesnt work.
i have converted the dds files and there are no mas files except sky.
so i open 3ds 2012 go to maxscript open gmt2 importer, add the path where my textures are
click on no smoothing and import the directory of the gmt files.
but now there are 2 ways whats happening:
1. 3dsmax crashes
2. i loads only one texture/gmt file i dont exactly know...
can someone help me ?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: EVO on November 17, 2012, 02:14:32 AM
im pretty sure conversion only works with Max2010 because of the hardwareshaders and scripts all designed for 2010
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: LauZzZn on November 17, 2012, 08:47:00 AM
Quote from: EVO on November 17, 2012, 02:14:32 AM
im pretty sure conversion only works with Max2010 because of the hardwareshaders and scripts all designed for 2010

i use 2010
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: anticipamanovai on November 17, 2012, 03:35:58 PM
Hi guys,

i have a little problem in this point:

Click on the hammer symbol-> MAXScript --> choose gmt2 Importer -->

I can't choose only: convert to mr Area lights.


I FIND MY PROBLEM. I doesen't install, importGMT2.zip, now it's ok
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: EVO on November 18, 2012, 08:32:41 PM
Quote from: LauZzZn on November 14, 2012, 08:32:31 PM
i have a problem with the convert.
i already converted one track and i worked very well.
but now i want to convert 3 other tracks but it doesnt work.
i have converted the dds files and there are no mas files except sky.
so i open 3ds 2012 go to maxscript open gmt2 importer, add the path where my textures are
click on no smoothing and import the directory of the gmt files.
but now there are 2 ways whats happening:
1. 3dsmax crashes
2. i loads only one texture/gmt file i dont exactly know...
can someone help me ?

you said there 2012
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: LauZzZn on November 18, 2012, 09:08:05 PM
sorry.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: CrisB on December 21, 2012, 06:17:28 PM
:S im having trouble exporting the track ive just converted... when i start exporting to .map, the program shows an error and it closes... its weird because if i make the track very small, the .map works well, but if i scale it right, that error appears :S im kinda desperate now
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: LauZzZn on December 21, 2012, 07:35:52 PM
cris thats normal you just have to wait.
just wait maybe a few minutes or a few seconds(its because how big and detailed the track is)
and wait until 3dsmax shows you "done".
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: CrisB on December 22, 2012, 03:38:49 AM
Quote from: LauZzZn on December 21, 2012, 07:35:52 PM
cris thats normal you just have to wait.
just wait maybe a few minutes or a few seconds(its because how big and detailed the track is)
and wait until 3dsmax shows you "done".

ok... next time ill try...  the error doesnt shows when i have everything closed... so it looks like it is a computer perfomance problem... but ill try waiting next time... thanks!

***EDIT***: its not working.. the error says that theres an application error and the program will now close... then it asks me to save the scene... but it doesnt shows me the ending log :S... back to the old procedure
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: CrisB on December 22, 2012, 06:27:42 AM
another problem... this time with the starting lights... they dont change from off to on... this is my setup:

*in Multimaterial:

NAME                                 TEXTURE
Pit_LightR_Off                     RDLT00.tga
Pit_LightG_Off                    GRLT00.tga
Starting_LightR1_Off          RDLT00.tga
Starting_LightR2_Off          RDLT00.tga
Starting_LightR3_Off          RDLT00.tga
Starting_LightR4_Off          RDLT00.tga
Starting_LightG_Off           GRLT00.tga

then in the folder wich has all the textures used:

RDLT00.tga.txt:
RDLT01.tga

GRLT00.tga.txt:
GRLT01
(just to test i have to write .tga after the texture name in line 1)

do i have to create more materials in multimaterial and write them on the .txt's?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: LauZzZn on December 22, 2012, 07:48:54 AM
you need 4 different red lights.
but i always replace the btb lights with selfmade and absolute working lights.
i can give you them when i am home after holiday... just wait until the 4th january.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Matthew McLean on December 23, 2012, 03:01:28 AM
Does anyone know where I can get the hardwareshaders for the rFactor conversion in 3ds max 2010?
All the links I seem to find are broken

Thanks
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: LauZzZn on December 23, 2012, 10:35:59 AM
i try to upload a file to mediafire but the link at rfactor should work.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on December 23, 2012, 12:56:14 PM
http://rfactor.net/web/rf1/devcorner/ Its the coreshader which goes into the hardwareshader in 3ds max download version 2.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: LauZzZn on July 22, 2013, 07:35:50 PM
download links for some broken downloads:
http://www.mediafire.com/?e7b0qk0i4i07zn9
http://www.mediafire.com/?dc9p1g6c2hr7m6u
http://www.mediafire.com/download/b8p4eag8m7c3b6v/conversion.zip
http://www.mediafire.com/download/4c5cd474hk560er/HardwareShaders.zip
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Nitrox on September 01, 2013, 09:42:25 AM
Question to you 3dsMax experts: I am trying to convert another track, but the problem is that, unless the other tracks, there is no extra object for tarmac, grass, gravel etc. Instead there are bigger parts including tarmac, gravel, grass etc.

Question 1: Am I doing something wrong?
QUestion 2: Textures seem to apply correctly. There are indeed seperate textures for tarmac, grass, etc (not one big mixed texture which would explane the large objects). Is it possible to select parts of objects by material and seperate them?

Thank you!
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on September 01, 2013, 10:55:47 AM
You must select all the tarmac polygons of each part and detach them to a new object and rename it to TRKASPH01, 02, 03.. Same for grass, kerbs, etc
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Nitrox on September 01, 2013, 11:36:26 AM
Thats really a lot of work :S
Thank you anyway... Maybe there is some trick to select all polygons with texture x though?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: LauZzZn on September 01, 2013, 11:52:23 AM
yes thats sometimes a problem with rf conversions. you can split them up but that needs very very much time! you have to select every poly itself..
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Nitrox on September 01, 2013, 11:56:20 AM
OK I just found out that I can select polygons by material, it even shows which materials a certain object contains. Problem is, I can only do this to a single objects, but there are plenty of them.

What would be the proper way to join all the surface elements to just 1 surface so I can activate the polygon selector again? I can select the objects by name but don't know how to join them to a single object...


Edit: Well I think 3dsMax is capable of this. I managed to select all polygons by applying poly modifier, then selecting by material. Task would know be to convert all those selected polys to a single object.... Anyone?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on September 01, 2013, 12:18:34 PM
You can attach all the pieces of the whole track, then select polygons by material and detach them after.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Nitrox on September 01, 2013, 12:29:27 PM
Thats what I want. Could you explain this to a 3ds noob?  ::)

Thank you!
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on September 01, 2013, 01:47:18 PM
Select one piece of the track (i call it piece because it looks like a piece of a puzzle)

Then the little button close to "attach", which is attach list.

Select all the pieces of the track, NOT the rest (buildings, fences...) They are usually named as ROAD I think.

Now you have a big object.

Now select one tarmac polygon and then "select ID", it will select ALL the tarmac textured polygons.

Detach them as new object, not clone, nor element. Put the name now if you want (TRKASPH01 for example)

Do the same for the grass, kerbs, concretes, etc
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Nitrox on September 01, 2013, 03:17:20 PM
Quote from: Aritz on September 01, 2013, 01:47:18 PM
Select one piece of the track (i call it piece because it looks like a piece of a puzzle)

Then the little button close to "attach", which is attach list.

Select all the pieces of the track, NOT the rest (buildings, fences...) They are usually named as ROAD I think.

Now you have a big object.

Now select one tarmac polygon and then "select ID", it will select ALL the tarmac textured polygons.

Detach them as new object, not clone, nor element. Put the name now if you want (TRKASPH01 for example)

Do the same for the grass, kerbs, concretes, etc

Thanks a thousand time, thats exactly how it works! Saves a lot of time, really!
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: SAMTAHERI on September 19, 2013, 05:44:20 AM
Hi Piboso and racehard,

i followed the tutorial and i went through it several times. the map looks good on map view and all track and texture and center line are done accordingly. but when i run the KRP there is absolutely nothing. everything is black and there is only the kart.
i noticed the skydome files don't show. i mean i have no sky, it makes no difference when i change to rainy or cloudy or sunny. i copied the files from lonato. but lonato track shows its sky and not mine.
please help.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: noss69 on September 27, 2013, 12:44:37 PM
You must miss him the file "nametrack.amb" that manages the light, and your image sand texture that reflects black see it, this is due to the double polygons.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: SAMTAHERI on September 30, 2013, 01:30:58 AM
I did copy the .amb file and KRP keeps on crashing. the track looks great on map viewer but KRP crashes as soon as i click on to track button. if i remove the amb file it doesn't show anything in track. everything is black and after a few meters drive the kart falls from sky.
any suggestion ?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: LauZzZn on September 30, 2013, 07:30:57 AM
i dont know maybe the "go to pit,do nothing and click done and then go to track-trick" ist still working :D try it out it helped me on some tracks
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: SAMTAHERI on September 30, 2013, 11:00:40 AM
Quote from: LauZzZn on September 30, 2013, 07:30:57 AM
i dont know maybe the "go to pit,do nothing and click done and then go to track-trick" ist still working :D try it out it helped me on some tracks

i did that too. not much of a difference as i think i still haven't gotten the .amb file right as KRP crashes when the file is there. could use some instruction on that one.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: noss69 on September 30, 2013, 01:51:14 PM
You can specify the size of the file .map ? and number of poly 3dsmax
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: SAMTAHERI on September 30, 2013, 01:54:44 PM
Quote from: noss69 on September 30, 2013, 01:51:14 PM
You can specify the size of the file .map ? and number of poly 3dsmax
it's about 11.3 mb i don't really know the number of poly 3dsmax. but you can download the track i made here and tell me if i'm doing anything wrong. https://www.dropbox.com/s/qi2wtdjufuon830/Alain.pkz
cheers
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: noss69 on October 02, 2013, 05:03:48 AM
modif the position of pit in file .rdf use relative position
copy original file .amb and rename

error in te file Alain.ini :

[ui]
pic=line.bmp replace pic=line.tga

[data]
code = 0 replace code = (registered code at the end of the export in .trp)




Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on October 02, 2013, 09:13:49 AM
Your track has a very tiny 2nd sky model... Why did you make a second sky? Use Piboso's only and delete that little one yours. If not, the rain or the cloudy skies will never exist.

Your sun position is very very far from the center (x=0 and y=0), why is that?

I can't find anything else, because noss69 is not right, those are not a problem
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: SAMTAHERI on October 02, 2013, 12:28:45 PM
Hi aritz
in 3ds max there is no second sky. i checked again and deleted some of extra stuff on it. now there is only track - sky - walls - gravel. still looks fine in the mapview. i was fiddling with the sun position to find out if that's the reason KRP crashes. but it's the same with original & renamed .amp file. could you suggest any other reason for KRP crashing ?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on October 02, 2013, 01:51:43 PM
There is not an "original sun position", your track has a specific sun position... When you exported the track, which was the light position? By default is 0,0,0

your track, or at least the track you sent me, has a sky dome, close to the track. If you are not seeing it in 3ds Max, we probably found the problem. Why is not in the MAX project but yes in the final track? What did you do?

Take screenshots, show us the MAX screen
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: SAMTAHERI on October 02, 2013, 01:55:31 PM
hi
i scaled the sky dome to a much bigger size, and i just found the problem. i have forgotten to close the best line, and after closing and saving it it goes to the track and works fine. the tarmac is a bit higher though and if i go off it and to the gravel the kart falls and thumbles in sky. but i think it might be the design problem.
thanks for the help.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: LauZzZn on October 02, 2013, 01:57:35 PM
if you fall down then you have named something wrong
kerb: TRKKERB
walls: WLLCONC
tarmac: TRKASPH
grass: TRKGRAS
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: SAMTAHERI on October 02, 2013, 02:01:36 PM
i know, i had named it offsand and changed it to trksand. should be fine now.

Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on October 02, 2013, 02:51:07 PM
Like I said, you dont need that skydome, it has no sense since you are using piboso's skies (suuny, cloudy and rainy). Why add another, which is only sunny?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: SAMTAHERI on October 02, 2013, 03:34:58 PM
thanks alot. removed the sky and it worked like a charm.
cheers mate.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: jd88x89 on October 12, 2013, 05:55:09 AM
Hey does anyone have the  rFactor Max Plugins (32 Bit) for possible 2012 or even 2011? because i cant get 2010.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Aritz on October 13, 2013, 08:12:02 PM
I only have the files for the rFactor conversion and the track exporter for Piboso's tracks:

http://www.mediafire.com/?4yjhf1ghta32y7e
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: jd88x89 on November 17, 2013, 11:57:51 PM
Hey so, I've found 2010 and got it. But now when i run it with the manscript and hardwareshaders in it, and i try to import the directory, it comes up: --Type error: Call needs functions or class, got:undefined   .The when the manscript opens up it says this in gray:   mat=meditMaterials[1].materialList[newMatID]=gMotorMaterial()

What am I doing wrong?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Bayley Bell on November 18, 2013, 02:15:13 AM
Can anyone give me a link to the 2010 version of 3ds max with a crack?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Birel-Rotax 42 on November 18, 2013, 03:22:03 AM
I wouldn't start handing out links to applications that cost nearly $500. If Autodesk finds out about this site giving out links to illegal cracks of software, the forum might be taken down. Just take a look on Google, otherwise get a legit version of 3ds max.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: fmaisonnave on November 18, 2013, 03:48:48 PM
Bayley you could register in www.autodesk.com/education‎ and there its free and legit
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Cory_Hayes on November 18, 2013, 04:28:31 PM
The 2010 Version isn't available anymore.....
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: fmaisonnave on February 13, 2014, 01:46:19 AM
You have to paint it one by one with material editor, for painting quickly 
ex: select a part of the grass
Right click
Select similar
And put the grass texture over the selection
;)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Birel-Rotax 42 on February 14, 2014, 04:26:43 AM
Did you use all of the correct prefixes when naming materials in 3ds? I know with a lot of my fantasy tracks like Dubai that if you don't enter correct prefixes/objects don't have correct labelings (ex. TRKCASPH) the game crashes. Also, you must have all of the necessary track pieces using TrackEd, tools, etc. You must have center lines, grids, start lanes, etc. otherwise the game will crash.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on February 14, 2014, 08:53:07 AM
It will be nothing to do with the name go in tracked again and make sure your centre line is complete as this is most peoples problems thinking it is connected when it is not.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: GFS on February 20, 2014, 03:51:12 PM
Hi,

when I import a rFactor track into 3dsmax 2010, using this tutorial I get all black display of the geometry. I cannot even see the materials in the material editor. Everything is in the multi subobject is black.

Installed:
Win XP in virtual box on Mac OS 10.9.1
3dsmax 2010
rFactor Max Plugins 32 bit for Max 2010
hardwareshaders
GMT import script.

This happens when importing dds and tga, so conversion does not change it.

What could it be?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: LauZzZn on February 20, 2014, 04:14:46 PM
If the materials are black, then they arent imported. Maybe you placed them wrong, deleted them or gave the wrong path
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: GFS on February 22, 2014, 09:38:59 PM
Nope, that's not it. I tried a couple of times with all combinations of the settings. Always, the textures remain black. I can't import any rFactor track with textures on my machine with the plugin as described in this tread.

Wierd...

By the way LauZzZn, are you german too?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on February 22, 2014, 10:41:47 PM
The problem could be to do with XP in virtual box, Have you tried it on a windows machine.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: GFS on February 23, 2014, 05:28:06 PM
No I do not have a windows machine. But I figure, it shouldn't be at render time if the textures are imported properly. However, when I render in scanline  the track stays black too
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: LauZzZn on February 23, 2014, 05:45:55 PM
Quote from: GFS on February 22, 2014, 09:38:59 PM
Nope, that's not it. I tried a couple of times with all combinations of the settings. Always, the textures remain black. I can't import any rFactor track with textures on my machine with the plugin as described in this tread.

Wierd...

By the way LauZzZn, are you german too?
Yes I am from germany ;)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on February 23, 2014, 08:50:08 PM
If the track is black it means that there is no texture just the material, Do you get errors on importing? Can you see textures in material editor? What I am trying to work out if the plugins will work with your machine I think you will find that there is something missing, If I for instance ran windows XP on windows 7 then btb will not work if you get what I mean, That is why it would be good to know if it works on another pc to know if it is something you are not getting right? have you tried to add your own textures?.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: GFS on February 25, 2014, 05:18:55 PM
I do not get errors importing. The path exists and is filled with all sorts of textures. I cannot see them in the Mat. Editor either, the preview sphere is a black circle.

I never used the rFactor hardware shaders before. I will try to play with them a bit to see if I can add my own textures or if it is the same issue.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: sebeau on April 03, 2014, 03:42:39 AM
this tutorial works with the track of RFactor 2 to? Sorry for my bad english.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: maxrod on April 03, 2014, 08:27:25 PM
Its got a different coreshaders than rfactor so 3dsmax will not import it with the importer.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: sebeau on April 04, 2014, 03:07:14 AM
Thanks
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Madcowie on May 13, 2014, 07:26:37 PM
Knowing the ins and outs of 3dsimed will save a you bunch of time. This basically changes all materials to standard materials. After you have done this carry on from step 12 of Racehard's great tutorial.

1 Load track in 3dsimed
2 Export as 3ds
3 Convert dds to tga's using 3dsimed
4 Delete the dds's
5 Load 3ds in 3dsimed
6 Export as DAE
7 Thats it, all materials converted to standard materials when you import the dae into Max
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: LauZzZn on May 13, 2014, 07:30:46 PM
Gonna try that out thanks mate :)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: fmaisonnave on May 13, 2014, 11:19:15 PM
Quote from: Madcowie on May 13, 2014, 07:26:37 PM
Knowing the ins and outs of 3dsimed will save a you bunch of time. This basically changes all materials to standard materials. After you have done this carry on from step 12 of Racehard's great tutorial.

1 Load track in 3dsimed
2 Export as 3ds
3 Convert dds to tga's using 3dsimed
4 Delete the dds's
5 Load 3ds in 3dsimed
6 Export as DAE
7 Thats it, all materials converted to standard materials when you import the dae into Max
I do the same procedure for converting it ;D
Edit: Really love Three Sisters Track that you have done it have an incredibe quality! PiBoSo Quality i think :o, Watch it.
http://www.youtube.com/watch?v=cgbtH33ouIs
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: LauZzZn on May 14, 2014, 07:41:45 PM
@ Madcowie:

I got a problem with your method..
Everytime I am importing the track to 3ds max, it looks like this:



or that happens, and several objects like tarmac are missing

Any ideas?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Madcowie on May 15, 2014, 01:14:33 PM
Does it not come up with any errors when it loads in 3ds Max? Are you sure you converted all the dds's? Also some terrible tracks for rfactor decided to use JPG's so watch out for them too and dds's which are wrong sizes.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Madcowie on May 15, 2014, 01:33:19 PM
Just thought of something else. Make sure you untick 8:3 texture names when exporting 3ds.
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: LauZzZn on May 15, 2014, 04:09:35 PM
Got it, thanks man
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: JJS209 on August 25, 2014, 09:15:53 PM
Quote from: sebeau on April 03, 2014, 03:42:39 AM
this tutorial works with the track of RFactor 2 to? Sorry for my bad english.

Hello guys, hello forum btw ;)

is there a known way to export the *.mas files out of the *.rfcmp files from the rfactor2 tracks?

i really would like to try converting the oschersleben track :(
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: JJS209 on August 25, 2014, 09:52:20 PM
i found these, looks like its doable:
http://isiforums.net/f/showthread.php/18947-MAS-file-extractor-rfcmp-Installer (http://isiforums.net/f/showthread.php/18947-MAS-file-extractor-rfcmp-Installer)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: JJS209 on August 26, 2014, 08:07:19 PM
ok, i tryed to convert oschersleben and i can get it into 3ds max but then i am not able to go on :(
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: LauZzZn on August 26, 2014, 08:17:59 PM
Quote from: JJS209 on August 26, 2014, 08:07:19 PM
ok, i tryed to convert oschersleben and i can get it into 3ds max but then i am not able to go on :(
No need for 3ds in first place, you got to go through 3dsimsd first ;)
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: diamondgeezer73 on November 19, 2014, 06:27:59 PM
Can't find the export plugin from 3DS Max 2010 to KRP, links from the howto at the start of this thread take me to pages explaining how to install it but no download links I can see.

http://tools.piboso.com/index.php/Export_Plugin (http://tools.piboso.com/index.php/Export_Plugin)

Shows no download links?

Any help much appreciated....
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: dibu on November 19, 2014, 07:31:50 PM
Quote from: diamondgeezer73 on November 19, 2014, 06:27:59 PM
Can't find the export plugin from 3DS Max 2010 to KRP, links from the howto at the start of this thread take me to pages explaining how to install it but no download links I can see.

http://tools.piboso.com/index.php/Export_Plugin (http://tools.piboso.com/index.php/Export_Plugin)

Shows no download links?

Any help much appreciated....
The export plugins are included in the Track tools (tt.zip) which you can download from here.
http://kartracing-pro.com/?page=downloads
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: diamondgeezer73 on November 19, 2014, 10:25:29 PM
Thank you Sir!
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: evolution-kart on January 26, 2015, 04:45:15 PM
I want to use 3dSimEd and everything is ok so far, but when i import the track then in 3ds max as a .dae-file no textures are converted.
Error-Messages at the import see the picture.
What have i done wrong? I tried it with different texture-folders.

Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Bismuthguy on March 03, 2015, 01:58:27 AM
Question...does it matter what version of 3ds max should i download, does it matter?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: fabri1998 on July 17, 2015, 10:13:14 AM
Hello, i have created on btb the track of the world cup kz 2015 (le mans), i have export for rfactor but i font manage to convert it for krp :o ... Someone can convert this track if is he interested? I send all the material to convert
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: RV23 on February 01, 2018, 05:11:14 AM
Hi guys,

I just got into this amazing world of Simulations and immediately wanted to create my local race track, so I had been working with BTB and 3DSimED3, but now that I want to import the track to KRP is where I'm stuck.
I was wondering if by now (2018) there is a way to export from 3DSimED3 to KRP?

I don't use 3D Max instead I have Newtek LightWave, which can import 3D Max files.

Any hints will be much appreciated. :)

My best regards,
Reinaldo
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Raise on February 01, 2018, 08:18:29 AM
3Dsimed cant export to any krp format but youll probably want to research that more yourself i know no one who makes tracks for this game uses the program for that
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: LauZzZn on February 01, 2018, 01:44:57 PM
Quote from: RV23 on February 01, 2018, 05:11:14 AM
Hi guys,

I just got into this amazing world of Simulations and immediately wanted to create my local race track, so I had been working with BTB and 3DSimED3, but now that I want to import the track to KRP is where I'm stuck.
I was wondering if by now (2018) there is a way to export from 3DSimED3 to KRP?

I don't use 3D Max instead I have Newtek LightWave, which can import 3D Max files.

Any hints will be much appreciated. :)

My best regards,
Reinaldo

You need to go through the latest conversion process ( it uses 3dsimed )
and you need a .dae importing program
of course this program needs to be able to export fbx files..
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: Racing83 on July 13, 2018, 03:50:34 AM
Hi there, im having a problem converting my track from rFactor.

I have already exported the .map file and data files (such as .trp, .tcl, etc.), everything looks good, even in the MapView tool I can see the track and it works perfectly. But the problem starts when I choose the track ingame and play the Start button, it doesn´t load, just crash past a few seconds. I have the structure of the folder copied from Lonato track, obviously replacing names and files.

Any ideas about how to detect where is the error or how to fix it?
Title: Re: Track conversion tutorial rFactor - Kart Racing Pro
Post by: evolution-kart on July 13, 2018, 10:34:59 AM
Is the centerline really closed?