It's not a video but this is what I managed before heading out:
Make sure that:
- your material is in a multisub
- there are no unused materials
- use lowercase without special characters (bar a _)
- all geometry of the model has the correct material id assigned
Export using the settings as provided on the previous page.
- Auto ASE to DOF
- You will be prompted about a optimization p[ass or not, just go for the optimization by clicking OK
- Automatic ASE to DOF finished succesfully, OK.
If at this stage you didn't get the last message, something is wrong somewhere in the preceding steps. Check QLOG.txt for hints where exactly that might be and retrace your steps.
While you are at it, copy and paste a sky.dof and a sky_clouds.tga (or whichever) from an existing track and copy it to your own track folder. Hit import dof models and keep the asterix (*) already filled in and hit okay. This will now import all files with the *.dof file extension in the track folder which, in this case, will be the grass_0_teapot_01,dof (material_materialID_meshname.extension) and sky.dof You can check if everything imported correctly by going into the
model properties mode (F4) and in the statistics portion of the screen (upper left) you will see how many instances are imported into the scene. In this case just the two of them
Before doing anyting else, hit
save track and reload!
Now use the
create track_template.shd function to build up a file which states all shaders and the shader definitions they use. By this time, I've included a screenshot of how the track folder should look like at this time. (To ensure the track can be loaded and used, a track.ini and special.ini are needed, best copy them from Carlswood_NT and adjust the names in track.ini)
Rename the track_template.shd to track.shd and edit the file to make sure the shaders use the right textures and the sky uses the proper sky shader definition. The latter you can grab straight from the racer.nl documentation of Carlswood_NT.
Now when you reload the track it is possible everything is still black because of the camera being outside the skybox or something, so you can press
H to get a dialog in which you can select geometry and move the viewport camera to it to it: