Kart Racing Pro Official Forum

Mods => Track Editing => Topic started by: on January 01, 1970, 01:00:00 AM

Poll
Question: What you think about rFactor tracks convert in KRP
Option 1: Its a great idea votes: 1
Option 2: I think its a bad idea votes: 0
Title: Converting from rfactor
Post by: Marco Dakic on December 11, 2010, 06:56:17 PM
I has a question is anybody here who knows how to convert tracks from rfactor to KRP ???

Maybe it will be great to driver, kerpen or much other good tracks.

Greetings Marco Dakic
Title: Re: Converting from rfactor
Post by: Napalm Candy on December 11, 2010, 08:16:03 PM
If anyone create a tool to convert tracks from rFactor format, the tracks can be create with BTB (bobs track builder), if that was possible, the new tracks will multiply in a few weeks
Title: Re: Converting from rfactor
Post by: OS-Chris on December 11, 2010, 11:58:44 PM
It can be done, it seems you just need third-party 3D modelling software like 3D Studio Max or Blender. Import, modify according to the following rough guide. Save & then import into PiBoSo's software, add centreline & pit bays (and whatever else), then export to KRP format. I'm still learning the process myself and once I'm clearer on the process, I'll either do a separate guide or help PiBoSo finish his guide ;)

http://tools.piboso.com/index.php/Track_Tools
Title: Re: Converting from rfactor
Post by: Napalm Candy on December 12, 2010, 04:06:44 PM
Thanks ;)
Title: Re: Converting from rfactor
Post by: vizzz on December 19, 2010, 09:41:03 AM
Hello!

Here is my way of converting rFactor tracks to KRP:
1. First of all I need to import track to 3dsmax. I use script attached to this post. Also Gmotor2 plugin should be installed in 3dsmax.
2. After import I've got scene with all objects and materials.
3. In scene there is Multimaterial with all scene submaterials. Replace all submaterials from Gmotor2 materials to Standart materials, replace all textures with the same textures in TGA format.
4. Properly rename objects in scene to KRP requirements.
5. Export scene in 2 files - MAP and Collision. Use KRP Tracktools.
6. Open collision file (TRP) in Tracked, make centerline, merge it to track, save TRP file. Also make pits, grid, splits, start-finish, speedtrap using Race Control. Add cameras to track.
7. Then I copy existed track to new track folder, rename files, put new files - MAP, TRP, RDF, TSC - in folder.
8. Right now track is ready.

It's very common description how to add tracks. You need strong 3dsmax knowledge and understand how to use KRP tracktools.
Don't forget to check this manual (especially Track Creation Rules and How to make centerline):  http://tools.piboso.com/index.php/Track_Tools
Title: Re: Converting from rfactor
Post by: Aritz on December 19, 2010, 10:57:19 AM
THX! I will start the conversion today!
Title: Re: Converting from rfactor
Post by: OS-Chris on December 19, 2010, 11:51:48 AM
Thanks vizzz, I have a couple of questions though ?

1. How do you do rain reflections  & tyre-mark overlays ?
2. How do you handle the 3 different skyboxes for KRP ?
3. Any tips or tricks with used TrackEd (i.e. setting centerline, pit & grid positions, etc.) ?
Title: Re: Converting from rfactor
Post by: vizzz on December 19, 2010, 12:03:37 PM
Quote from: OS-Chris on December 19, 2010, 11:51:48 AM
Thanks vizzz, I have a couple of questions though ?

1. How do you do rain reflections  & tyre-mark overlays ?
2. How do you handle the 3 different skyboxes for KRP ?
3. Any tips or tricks with used TrackEd (i.e. setting centerline, pit & grid positions, etc.) ?

1. I didn't add these features right now. On previous version of RusRing I added rain reflections. But now I forget how to make it...  Let's ask piboso to describe adding of both features...
2. I use basic skyboxes from Lonato track. So I removed rFactor files for skybox and background.
3. Tracked - for centerline I just start with strait line. then move it to my track and orient it. then add segments. I use Add curve segments.  For grid, pits and etc  I use race control. It shows everything just on centerline and track so you can see where to place each item.
Title: Re: Converting from rfactor
Post by: OS-Chris on December 19, 2010, 03:20:09 PM
1.
From PiBoSo PM:
Vertex alpha blending is not supported, but you can use alpha channel of second texture for blending.

From WIKI:
For tyre marks, a second texture can be defined using Opacity channel and a secondary UV mapping. Textures with alpha channel will be drawn with alpha blending, while ones without alpha channel will be drawn with multiply blending.
For rain puddles (track reflections) a third texture can be set in the Glossiness or Specular Level channel, and a secondary UV mapping. The alpha channel is used to define puddles on wet surfaces (asphalt and concrete).


I haven't gotten this far in my first conversion but I'm not understanding it all ATM (how do I apply the secondary UV mapping) ?

2.
I had a look at the Lonato files but couldn't figure out how to use it's skybox (get it into 3DSM) so I ended up creating my own

3.
Sounds easy enough

Thanks vizzz ;)
Title: Re: Converting from rfactor
Post by: mopar93 on December 19, 2010, 05:04:44 PM
Can the same job be done using Blender rather than 3dsmax?

Not very many people can afford $3500+ USD for 3dsmax.

Did you guys really spend that much money to get 3dsmax?

If 3dsmax was $100, I would get it. But I can't see spending that much money on software. I don't care how good it is.

-Maurice
Title: Re: Converting from rfactor
Post by: OS-Chris on December 19, 2010, 05:45:10 PM
Add your support for a blender exporter here (http://forum.kartracing-pro.com/index.php?topic=12.0)

3D Studio Max isn't always that expensive, it depends on your situation and how you plan on using it
http://www.educationsoftware.com.au/product.php?id=286 (http://www.educationsoftware.com.au/product.php?id=286)
Title: Re: Converting from rfactor
Post by: Chris Owens on December 20, 2010, 07:02:48 PM
What version of 3ds Max does everybody use?  I've tried 2010 but the plugin posted here didn't work.
Title: Re: Converting from rfactor
Post by: vizzz on December 20, 2010, 07:11:31 PM
Quote from: Chris Owens on December 20, 2010, 07:02:48 PM
What version of 3ds Max does everybody use?  I've tried 2010 but the plugin posted here didn't work.

I use 3dsmax 8.  I use it since 2007 when I started to make tracks for rFactor.
Title: Re: Converting from rfactor
Post by: Chris Owens on December 20, 2010, 09:19:49 PM
I've got the track part converted.  I'm not sure as to how the textures work.  When I open the exported file up in Track Editor, none of the textures load. 
Title: Re: Converting from rfactor
Post by: vizzz on December 20, 2010, 10:12:59 PM
Quote from: Chris Owens on December 20, 2010, 09:19:49 PM
I've got the track part converted.  I'm not sure as to how the textures work.  When I open the exported file up in Track Editor, none of the textures load.

You should place both MAP and TRP files in the same folder and then open TRP file in TrackEd.
If you use MapView you should see textures in MAP file. If you don't see them so something wrong with materials/textures...
Title: Re: Converting from rfactor
Post by: Aritz on December 20, 2010, 11:35:21 PM
I am finishing a rFactor quickmade track for testing :)

I wish I can learn enough to convert it for KRP, but I don't know anything in 3DMAX :(
Title: Re: Converting from rfactor
Post by: Chris Owens on December 21, 2010, 12:34:09 AM
Quote from: vizzz on December 20, 2010, 10:12:59 PM
Quote from: Chris Owens on December 20, 2010, 09:19:49 PM
I've got the track part converted.  I'm not sure as to how the textures work.  When I open the exported file up in Track Editor, none of the textures load.

You should place both MAP and TRP files in the same folder and then open TRP file in TrackEd.
If you use MapView you should see textures in MAP file. If you don't see them so something wrong with materials/textures...

I think I've figured out my problem.  "In scene there is Multimaterial with all scene submaterials. Replace all submaterials from Gmotor2 materials to Standart materials, replace all textures with the same textures in TGA format."

I'm not sure what you mean here, could you go into a little more detail as what I'm suppose to do? 
Title: Re: Converting from rfactor
Post by: OS-Chris on December 21, 2010, 05:07:45 AM
- convert all DDS textures to TGA files
- in 3DSM, in the material editor, convert all GmotorMaterial materials to 3DSM "Standard" materials (a lot (if not all) of the materials will be multi-sub/object, they are fine, just convert all the materials they contain). Make sure you use the TGA textures, not the DDS ones
Title: Re: Converting from rfactor
Post by: vizzz on December 21, 2010, 09:14:46 AM
Quote from: Chris Owens on December 21, 2010, 12:34:09 AM

I think I've figured out my problem.  "In scene there is Multimaterial with all scene submaterials. Replace all submaterials from Gmotor2 materials to Standart materials, replace all textures with the same textures in TGA format."

I'm not sure what you mean here, could you go into a little more detail as what I'm suppose to do?

In scene there is Multimaterial with all scene GMOTOR2 submaterials. So you should replace all these submaterials with "Standart material". First of all check diffuse map in gmotor2 material in order to see what bitmap you should convert to TGA. then replace Gmotor2 to Standart. Then in Diffuse map slot place Bitmap material and after select Bitmap you can choose necessary TGA file.

Title: Re: Converting from rfactor
Post by: JesusRB on August 15, 2014, 09:29:01 PM
good