2/15/2024 0 Comments Bobs track builder rfactor 2![]() ![]() I think I have to figure how to write cam files I think I get the aiw writeup, I know Gdb and scn files are pretty straightforward. Yeah I was thinking of just placing in my own textures when I pack it in mas after. And 16 other tracks I scanned so far from Google Earth. On an aside I am still working on my old cars I wanted to add old tracks as well so that's what led to this, making San Remo(as I can tell jalnervion never released it and no one else ever made it). ![]() Would it also not work if they are all loose files still should I maspack it? Sorry kinda all over I just know that you guys(and girls)are some of the best modders in the community so I know you guys know how to do this. Am I missing something? I rewrote the scan, Gdb and aiw accordingly. I might try converting the track again later it might have bunked up a GMT conversion I followed the pdf tutorial from f1c developer tools it was pretty straightforward but I could have made an error. My largest texture is 512x512 and there was a blank cam file from rfactor so I copied the cam from another track. My next demo will be just a made up track in Bob's Track Builder, showing how easy and quick it is to use (by the way I am not affiliated with BTB in anyway, I just think its a great tool, rFactor modders use it all the time), and I will demo my other new RapidUnity product for precise object placement around the tracks on the terrain meshes, also using my ArrayWizard tool to build tyre walls etc.Ĭurrently, my BTB Importer only supports track and terrain, with BTB you can add tyre walls, trees, buildings etc, but for phase 1 of my importer these have been shelved due to issues I have hit with colliders, and instances of objects.Hello long time, so I had taken a break from modding for a bit and now am starting on learning track modding, I have scanned a track from Google maps into bobs track builder and put it together and exported it to refactor successfully, my question is about textures, I used the default textures from BTB but was curious how to load my own custom textures into the track(do I simply copy textures over the ones I pack in the mas or do I have to reconfigure anything) and I seem to be hitting a snag on converting to f1c, no error it crashes near instantly on load. Here are a couple of YouTube's of rally stages created with BTB.īe careful calling Daytona a boring track, the American's would argue that its not, I am a hardcore F1 fan, so yes producing Spa would be a nice idea, I did Daytona as a quick and easy demo, only took me 20 mins from opening Google Earth to having a completed scene in Unity with working car, track, lighting and a skybox. You have hit the nail on the head, Bob's Track Builder can produce closed or open race tracks, so it is perfect for creating rally stages! I will be posting more information over the next few days! Take a look at my YouTube video to see it all in action. This is pretty cool, it means you can create real world tracks in Unity, better still it does not use Unity terrain, so these tracks can be used for iOS games!Īs well as creating real world tracks, you can simply create any track you like in Bob's Track Builder, and then import that into Unity 3D using my new RapidUnity BTB import tool. I have discovered how to use Google Earth to map out paths and export the data into a fantastic piece of software called Bob's Track Builder for editing, and then finally I have created another RapidUnity tool which imports the data from BTB into Unity 3D, you can then use my RapidUnity Vehicle Editor to add a car, and race around the track. I am currently busy working on v2 of my RapidUnity Vehicle Editor, and whilst I have been working on this, I have been investigating other areas of driving game creation. ![]()
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