![]() I was so disappointed that I really can't remember the exact steps I took. I guess that starting from a plane and creating the terrain from scratch gives you more control over the situation. The result was awful it was pretty much undriveable. I made a very basic conversion to rF2 just to check the result regarding the road exclusively. The last time I tried it, I did a simple draft work on a open road circuit around the factory I work at using the integrated Google utility. I simply don't like the result and the lack of control over what I am doing. Thanks for posting here instead of commenting on FB. I will try loading a dds texture to the object in 3dsimed and then try again with 3dsmax. One thing that is different in this gmt from the first track i converted that worked ok, is that the texture is not a dds. While trying to export the gmt from 3dsmax, the process fails with the following message: ""No texmap defined for stage 0, material ROAD11." I think 3dsmax cannot asign a texture to the material, but due to being such a newie on 3dsmax i cannot fix it yet. Tried to improve the track mesh of another track and I encounter some trouble. Separating the track object into five gmt solve the problem. Will try to separate the track gmt into five objects to see what happends -> solved is only one for the entire track, maybe the gmt gets really heavy and rf2 stops working properly. I dont know if this is normal, but one problem might be that my track object. I notice that the road gets really bumby the more divisions I make to the track object mesh. I'm refining track mesh to make realroad even better. Racing against more than 40 AIs could result serious performance issue, such as huge lagging or slow motion with player physics, due to heavy CPU usage from AI.The realroad works properly now. For Rally stages, driver also must wait pitlane to open before clicking RACE/DRIVE button, otherwise will receive a Stop/Go penalty (due to limitation, currently no way to clear penalty, it is best to set Flag Rule Off, or Full w/o DQ). If starting from garage (any none Race session), entering pit would cancel current timing. For normal track (none rally stage), driver must wait pitlane to open before clicking RACE/DRIVE button, otherwise timing won't work. A special "PIT CLOSED" sign is placed at pit exit, and will disappear once pit is open. The track supports immediate out lap timing. Disabling mirror (includes virtual mirror) can boost framerate a lot. The 3D grass feature can be resource heavy, which is only enabled by setting "Circuit details" to Full. This track was made specifically around Draw Distance (LOD values), however some vehicle mods may bypass the track's default value, and render far greater amount objects, which would result lower framerate and visual bug (such as floating road & trees). Realroad plus fully reconstructed high detailed road surface mesh with 2% crossfall. Four additional Rally Stages based on each timing sectors from original GPL version. Stage 13 : Buonfornello (9.52 KM / 5.91 Miles) Stage 6 : Collesano (9.73 KM / 6.05 Miles) Rally stages based on historic rally events: Stage 4 : SP 9 KM 9 > Buonfornello (18.41 KM / 11.44 Miles) Stage 3 : Bivio Polizzi > SP 9 KM 9 (15.23 KM / 9.46 Miles) Stage 2 : SS 120 Bridge > Bivio Polizzi (19.50 KM / 12.12 Miles) Stage 1 : Stazione di Cerda > SS 120 Bridge (18.30 KM / 11.37 Miles) Rally stages based on original GPL track timing sectors: Start/Finish Location: Cerda, Palermo-Italy This track was made possible through the various (great or small) efforts of: To enable 3D grass, set "Circuit details" to Full. Special thanks to original author Sergio Loro for permission to update the track and share at workshop.
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