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Some help with Rfactor Material Names

Discussion in 'Bob's Track Builder' started by NuNiTo, Mar 2, 2010.

  1. NuNiTo

    NuNiTo

    Messages:
    30
    Ratings:
    +1
    Hi everyone, like in title i need some help with the material names in Xpacker

    Xpacker..jpg

    In the image we can see a lot of names but i really have no idea what's for:rolleyes:

    Roada -> road (that's easy:smile:)
    Rdax -> ????
    Rdta -> ????
    Rdcp -> ????
    Rged -> ????
    Gras -> grass (easy too:redface:?
    Grxs -> ????
    Grvl -> Gravel
    Dstg -> ????
    Gtrp -> ????
    Rmbl -> ????
    Twall -> Tree wall?
    Wall -> Wall
    Grdr -> ????
    Safer -> ????

    Thanks :thumbup:
     
  2. R Soul

    R Soul

    Messages:
    960
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    +191
    You can get a lot of info by opening up the tdf file from any track. For each material you'll see something like this:

    // Roads Bumps LVL1 //small bumps washboard
    [FEEDBACK]

    (lots of variables here)
    Materials=rdax

    So you can see that rdax is for small bumps which are quite close together. Further searching will reveal that Grxs is rough grass, gtrp is for gravel traps. I imagine this is more likely to stop a car, whereas grvl would be more like a gravel road.
     
  3. Pablomartino

    Pablomartino

    Messages:
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    Rmbl -> ????
    This is for Kerbs

    Grdr -> ????
    And this for Guardrails
     
  4. NuNiTo

    NuNiTo

    Messages:
    30
    Ratings:
    +1
    thanks a lot:smile:

    Roada -> road (that's easy:smile:)
    Rdax -> Roads Bumps LVL1 //small bumps washboard
    Rdta -> Roads Bumps LVL2 //Road Crack Sharp short bumps
    Rdcp -> Road Cement Patchs
    Rged -> Dusty berms
    Gras -> grass (easy too:redface:?
    Grxs -> rough Grass
    Grvl -> Gravel
    Dstg -> Dusty Grass
    Gtrp -> Gravel Trap
    Rmbl -> Rumblestrips (fake bumping added)
    Twall -> Tirewalls
    Wall -> Wall
    Grdr -> Guardrails
    Safer -> SAFER Walls

    Now i'm able to create more realistic tracks:smile:
     
    • Like Like x 1
  5. Jon Sheldon

    Jon Sheldon

    Messages:
    74
    Ratings:
    +1
    You can make your own Nmaes also. I made a Snow, Ice and Water material. The Terrain and Road sections I use it on has a material name of Snow, Ice and Water. And the tdf has.

    // Water LVL5 //Water
    [FEEDBACK]
    Dry=RoadWaterGrip Wet=RoadWaterGrip Resistance=0.0 BumpAmp=0.00 BumpWavelen=0.0 Legal=true Spring=0.0 Damper=0.0 CollFrict=1.0 Sparks=0 Scraping=0 InsideColl=Secondary\splash_in OutsideColl=Secondary\splash_ex
    Reaction=wetskid Tex=skidwet.tga Max=1024 Duration=0.40 Pixel=NoReduceDetail Particle=Plane+Deformable+SingleSided DestBlend=InvSrcAlpha SrcBlend=SrcAlpha
    Reaction=spray Tex=rainspray.tga Max=1024 Scale=(0.3,0.05,0.6) Growth=(0.3,0.3,0.6) GrowthVel=(0.08,0.09,0.30) Power=1.0 RampSpeed=80.0 OffsetVel=0.10 ASDEnvelope=(0.05,0.07,0.90) DestBlend=InvSrcAlpha SrcBlend=SrcAlpha
    Materials=wata
    // ICE LVL6 //ICE
    [FEEDBACK]
    Dry=RoadICE Wet=RoadICE Resistance=0.0 BumpAmp=0.00 BumpWavelen=0.0 Legal=true Spring=0.0 Damper=0.0 CollFrict=0.5 Sparks=0 Scraping=0 InsideColl=Secondary\splash_in OutsideColl=Secondary\splash_ex
    Reaction=wetskid Tex=skidwet.tga Max=1024 Duration=0.40 Pixel=NoReduceDetail Particle=Plane+Deformable+SingleSided DestBlend=InvSrcAlpha SrcBlend=SrcAlpha
    Reaction=spray Tex=rainspray.tga Max=1024 Scale=(0.3,0.05,0.6) Growth=(0.3,0.3,0.6) GrowthVel=(0.08,0.09,0.30) Power=1.0 RampSpeed=80.0 OffsetVel=0.10 ASDEnvelope=(0.05,0.07,0.90) DestBlend=InvSrcAlpha SrcBlend=SrcAlpha
    Materials=ICE
    // Snow LVL7 //Snow
    [FEEDBACK]
    Dry=RoadSnow Wet=RoadSnow Resistance=1.0 BumpAmp=0.00 BumpWavelen=0.0 Legal=true Spring=0.0 Damper=0.0 CollFrict=1.0 Sparks=0 Scraping=0 InsideColl=Secondary\splash_in OutsideColl=Secondary\splash_ex
    Reaction=wetskid Tex=skidwet.tga Max=1024 Duration=0.40 Pixel=NoReduceDetail Particle=Plane+Deformable+SingleSided DestBlend=InvSrcAlpha SrcBlend=SrcAlpha
    Reaction=spray Tex=rainspray.tga Max=1024 Scale=(0.3,0.05,0.6) Growth=(0.3,0.3,0.6) GrowthVel=(0.08,0.09,0.30) Power=1.0 RampSpeed=80.0 OffsetVel=0.10 ASDEnvelope=(0.05,0.07,0.90) DestBlend=InvSrcAlpha SrcBlend=SrcAlpha
    Materials=Snow
     
    • Like Like x 1
  6. NuNiTo

    NuNiTo

    Messages:
    30
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    +1
    Choosing rmbl wasn´t suposed to feel the kerbs in FFB? I don´t feel anything end car goes over kerbs:frown:
     
  7. doser

    doser

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    About this, does that mean you need to call each material

    "rmbl_bleh"

    ...or could it be called anything.

    My question is - does the game search for all materials called "rmbl_xxx" - or is there some other way the material names are linked to surfaces.
     
  8. R Soul

    R Soul

    Messages:
    960
    Ratings:
    +191
    The materials can have any name. In Venue Materials (or the Materials tab in the XPacker program) you choose a value for rFactor material name.
     
  9. NuNiTo

    NuNiTo

    Messages:
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    +1
    But what value i need to change to feel the kerb in FFB? :confused:

    help..jpg
     
  10. NuNiTo

    NuNiTo

    Messages:
    30
    Ratings:
    +1
    It´s done, opened the track with 3dsimed, and select HAT target and Collision target for kerbs, exported all models to get new _output.scn and replace old *.scn with the new _output.scn file and voilá:biggrin: when passing over kerbs i realy feel them on my G25:tongue:

    Amazing:biggrin::biggrin:

    done with kerbs..jpg
     
  11. Erwin Greven

    Erwin Greven
    retired from this site. Premium

    Messages:
    1,518
    Ratings:
    +256
    So if i got this right. When i have two cobble roads and i want to have 1 more bumpier than the other, i give to two materials two different names and i add to the tdf-file those two names with all the information.
     
  12. R Soul

    R Soul

    Messages:
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    +191
    I think that's right, but there's only one way to find out...
     
  13. Erwin Greven

    Erwin Greven
    retired from this site. Premium

    Messages:
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    yep, sweat sweat sweat.....
     
  14. legendsatlunch

    legendsatlunch

    Messages:
    92
    Ratings:
    +8
    has any one figured out how to get a water splash out the front of the car!!!!
    I have tried and tried, but to no avail.....I was sure I had it right at one stage but nope! lol.......
    Scale=(0.3,0.05,0.6) Growth=(0.3,0.3,0.6) GrowthVel=(0.08,0.09,0.30)
    Have given these values a flogging! even tried a negative value to see if it pushes past the 0,0,0 axis......