Test rFactor 2 track technology.
dynamic groove implementation.
My last test in rfactor2.
I use my script to correct the smooth groups and change same specular and normal maps.
Construction begins on Leiria Kart circuit for the team “Online Racing Atlantic team” www.atlanticracing.net.
Fase 1. Layout
This script is for 3ds max.
Allows you to edit all materials of an object faster. You do not have to open and browse in materialeditor for a material ID in 24 slots.
How to install:
drag and drop in viewer.
Go Preferences UI and select “mmtools” category and put any where you want.
How to use:
Select object, press “read Material”
All materials are listed. To edit the material simply click on the name.
The slot 24 has to be free it is used to edit the material. Is created an instance of the material selected for the slot 24. So the changes are saved in the right place.
version v1.1
Bugs fixed..
New :
Geometry tool
Can create Elements from Polygons.
Select Vertex from Polygons or Elements
Version 1.2
Added import FastLine to max spline from AIW file.
Version 1.2a
Option to add CenterLine
Version 1.3
+Better AIW import thanks to MonSum
+Fix Smooth ( put all geometry in group 1 and separate Elements)
based on the script alex
+ Copy map Channel to others
Version 1.4
+ Intersect Polygons
+ Copy Material ( don’t copy material name and stage 1)
+ Select double Faces ( don’t work yet)
+ Clean Button now clean material list and clean internal memory of max (if max freeze wait 1 min).
Download v1.4
I made some shaders with ShaderFX. I tried to reproduce the same shaders of rFactor2. I’ve done the most basic (Specular map T1 mul t2 add t3, Bump).
Picture is an attempt by the new Shader “blended grass infield.” I think it’s like, now supports the Alpha vertex. Lack the alpha mask. But can paint and view the blend effect!!
The DXmaterial are great to see the desired effect in MAX. But there is one drawback of having to manually select the textures and mapChannel.
How to install:
Copy GmotorDX folder to “3ds Max 2010\Scripts\Startup”
How to run:
Go “Utilities”, MAXScript button, in combobox Select “Gmotor DX” then press Big button “gMotor DX”
How to use:
Select your editable poly object. the materials must be gmotor materials not standard.
Press “Enable” and the script will read the gMotor Material and will be exchanged for an equivalent material directX.
currently only supports the following shaders:
BlendedGRass (suport vertex Alpha!)
Bump Map Specular T1
Specular Map T1 mul T2 add T3
T1 mul T2 add T3
The button “Update DX mat”, not work yet
The script is alpha, not use in serious projects.
beta 0.2
Gmotor DX beta 02
New advances in my script Gmotor DX.
Can read the textures and type of shader of gmotor material and paste to the corresponding DXmaterial (Fx file)!
in English, when finished you can see the visual effect as in the game without exporting. Will allow to make adjustments quicker in textures, scales etc.
Shaders ready:
T1 mul T2 add T3, Specular map, T1 mul T2 add t3
Bump map specular T1
Blended Grass infields (Visual vertex Shader).
I import my track “Boavista 2011″ to 3dsmax.
The job was made by my script GMT2importv2 for rf2 tools.
The script do:
- import Geometry mesh
- import Material and change to correct Shader.
- import all Textures stages and properties.
- Import Billboards objs.
- Options:
I made new Textures for Alrgave circuit.
The circuit is designed by the nferraz can find the original here.
Same paypal donation are welcome.
I create a script to import KML files from GoogleEarth paths to 3ds MAX spl
ines
v1.3
- Can chose Close Spline
- Vertex Type and Segment type
V1.2
- Now import KML from GoogleEarth and 3d route Builder
- Can chose to close spline
V1.1 Import imagens (kml) from SASPlanet .
In SASPlanet when save stick images can save kml file with same name. The script try to load imagens with same name (DDS, TGA and PNG)
Install to <MAX folder>Scripts\Startup\importKML
How to use:
Select KML in [...] button
Select track zone number only
Hemisphere is North always, south no work. but i think works to south
Press [Import KML File] and KML load and center to origin.
After first import Track center appears Copy/paste the X,Y,Z and save it for others KML for same track!
Other idea is maybe I can import pictures and make a perfect mosaic! implemented in version v1.1
good imports.