Pit Stop problem

Hi. I am from Georgia - Tbilisi. Me and my friend decided to do our Country Track http://en.wikipedia.org/wiki/Rustavi_International_Motorpark Our track was updated and now we have new circle. Much better than previous.

Official page : Rustavi International Motorpark

In game preview


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Someone can help us? we made pits, but car don't damage after hitting wall. It look like this. How to fix problem?

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New pit stop

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First realise - Rustavi Beta 1 version. Download here: http://www.mediafire.com/?sm7hifs35vt2a78

Working process :

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It's our first work, Hope people like it. Lot of work to do.
 
You don't need any plugins to make it rain (have no clue about what happens on that video, it's in deutsch) ... You need to make reflection layer, it's a mesh 2cm above the track that the game starts to blend in visually after certain amount of rain. Try googling "rfactor rain reflections"
 
You don't need any plugins to make it rain (have no clue about what happens on that video, it's in deutsch) ... You need to make reflection layer, it's a mesh 2cm above the track that the game starts to blend in visually after certain amount of rain. Try googling "rfactor rain reflections"
I already google information about rain and find 2 tutorials, how to make this. First a weather plugin for rF: http://symracing.net/rfeseries/forum/viewtopic.php?f=18&t=51 and second one: http://www.rfactorcentral.com/detail.cfm?ID=Wet Track Tutorial

Which one you suggest ?
 
Have you tried opening the fbx in 3dsimed to change the terrain to 3ds format. I've tried opening the fbx in blender, to do it but loose the textures, whereas 3dsimed imports the materials and textures perfectly.

You can certainly import 3ds into xpacker but the textures need to be in the same folder as the 3ds file your trying to import.
 
Thanks. I finally import it in XPacker. I choose wrong settings in RTB and this cause problem. I open .FBX file in 3DS Max and change texture name (GoogleMap to GoogleMa). Export as .3DS and add it in XPacker. Works good :) Bad is that texture looks very low quality in game.
 
Usually a Google earth image is only good enough for terrain at a distance - hills and other elevations. To make the terrain usable in the track surrounds you need to add another texture as a Multi. Gotta look in the archives for that example.
 
If you've got 3dsimed it makes life easier. You can change the "DirectX Shader" to "t1 mul t2" and possibly add an "add" shader to that.

If not, your going to have to do it the long way through XPacker with "Shader Type" in the "Materials" tab as "Diffuse, Multiply & Add". It's a bit of trial and error to get the right colour and texture in the final Terrain.

In the link I've put 2 multi textures. One I tinted slightly green -
http://www.mediafire.com/folder/ygbc719ijq5cf

In the pic there is a G Earth terrain image and the green multi
terrain%20img_zpszkxicxgg.jpg
.

 
If not, your going to have to do it the long way through XPacker with "Shader Type" in the "Materials" tab as "Diffuse, Multiply & Add". It's a bit of trial and error to get the right colour and texture in the final Terrain.

Can you explain this way ? I mean what to do in XPacker.

To get terrain i do this steps. Find place in google map and copy/paste code.

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export as .FBX file. Open it in 3DS Max.

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export as .3DS

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Some error but file saved as .3DS and works great in XPacker. I'm interested what to do in materials tab.

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