creating rfactor models
Discussion
I am having an hard time on this. I am creating jaguar xj220
http://www.vrooom.copperstream.co.uk/jagxj220.jpg
http://www.vrooom.copperstream.co.uk/jagxj220.jpg
vrooom said:
I am having an hard time on this. I am creating jaguar xj220
http://www.vrooom.copperstream.co.uk/jagxj220.jpg
What have you used to create it and what are you stuck on?http://www.vrooom.copperstream.co.uk/jagxj220.jpg
I've had this sitting on my HDD for ages, haven't gone back to it as I've had other things to do, but the cockpit and wheels are fully modelled the body needs cleaning up though and it is drivable running in game (using Maserati MC12 physics at the moment). Just needs cleaning up and some material mapping done.

I used 3dsmax to export it 3dsim, and used 3dsim to edit material.
that is where i am stuck at. Its hard to name the material etc. 3ds max GMT wizard and rfactor offical 3dsmax plug in is what im using.
I got road car cockpit. i aim to build a road going jaguar xj220 with carfactory. (too many race car on rfactor)
Do you mind to share that model?
i only got a body to load in rfactor. http://www.vrooom.copperstream.co.uk/loaded!.jpg
seem too much bumpmapping, and missing wheels/cockpit. that is after a week of self learning.
i got the model from somewhere.
jay
that is where i am stuck at. Its hard to name the material etc. 3ds max GMT wizard and rfactor offical 3dsmax plug in is what im using.
I got road car cockpit. i aim to build a road going jaguar xj220 with carfactory. (too many race car on rfactor)
Do you mind to share that model?
i only got a body to load in rfactor. http://www.vrooom.copperstream.co.uk/loaded!.jpg
seem too much bumpmapping, and missing wheels/cockpit. that is after a week of self learning.
i got the model from somewhere.
jay
In 3dSimEd rename the body material to WCCARBODY this will mean that any body colour requested in the VEH file as in the the line DefaultLivery="DarkBlue.dds" will be applied to that car and other cars will have which other body colours you want to give them.
As for the other material, call them anything you want but use a specific prefix for all of them so they do not clash with other materials used on a track it runs on. So instead of BLACK call it XJ220_BLACK
To get all the objects to show in the spinner you need to have them all listed in the spinner.gen file.
Have a look at other GEN files you will see how they are grouped together, the spinner.GEN can be identical to the normal GEN File but after the GMT you only need to use the Reflect=True statement
E.g.
Instance=FLOOR
{
Moveable=True
MeshFile=base.gmt Reflect=True
}
Whereas in the game GEN file the same GMT would be listed like this:-
Instance=FLOOR
{
Moveable=True
MeshFile=base.gmt CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(350.0) ShadowReceiver=True
}
LODIn and LODOut are the distances in which the object appears and disappears, can be used to reduce poly counts at long distance views.
It's tricky to type things without knowing what you already have, perhaps you can send me your GEN/Spinner.GEN files for me to have a look over?
My body model is actually quite rough, we could apply my cockpit/wheels to your body and get the best of both worlds
As for the other material, call them anything you want but use a specific prefix for all of them so they do not clash with other materials used on a track it runs on. So instead of BLACK call it XJ220_BLACK
To get all the objects to show in the spinner you need to have them all listed in the spinner.gen file.
Have a look at other GEN files you will see how they are grouped together, the spinner.GEN can be identical to the normal GEN File but after the GMT you only need to use the Reflect=True statement
E.g.
Instance=FLOOR
{
Moveable=True
MeshFile=base.gmt Reflect=True
}
Whereas in the game GEN file the same GMT would be listed like this:-
Instance=FLOOR
{
Moveable=True
MeshFile=base.gmt CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(350.0) ShadowReceiver=True
}
LODIn and LODOut are the distances in which the object appears and disappears, can be used to reduce poly counts at long distance views.
It's tricky to type things without knowing what you already have, perhaps you can send me your GEN/Spinner.GEN files for me to have a look over?
My body model is actually quite rough, we could apply my cockpit/wheels to your body and get the best of both worlds

Edited by FourWheelDrift on Tuesday 18th March 20:13
looks like this thread is coming alive again 
Hi all, im a guy who is stuck doing a mod, its an Yugo Hobby mod ( 200 hp FWD car )
Iv found you guys on google and hope u can help me.
Me and my m8 created Yugo mod for RFactor, and now its time to continue with an addition to this great mod and make the Hobby version alive witch is x 2 powerful then the normal Yugo.
Im a real racer and race normal Yugos in my country and i find the sim racing rather interesting
so i decided to make a mod my self.
Iv created a copy of the original yugo mod and started renameing files from Yugo to Yugo-Hobby. I successfully done that and iv created a new mod in Rfactor with a new name so u can select it. Iv done the physics and sounds, and iv created a 3d model in 3DS max 8. Iv got Simed but i dont know how to use it and there is the place where im stuck.
I understand i need a GMT plugin for 3DS MAX but iv searched all over google and can't find any...
I need help coz i dont know where to go next and what to do.
I understand some of u allready been down this road and hope u can help me.
Thanks, MJ

Hi all, im a guy who is stuck doing a mod, its an Yugo Hobby mod ( 200 hp FWD car )
Iv found you guys on google and hope u can help me.
Me and my m8 created Yugo mod for RFactor, and now its time to continue with an addition to this great mod and make the Hobby version alive witch is x 2 powerful then the normal Yugo.
Im a real racer and race normal Yugos in my country and i find the sim racing rather interesting
so i decided to make a mod my self.Iv created a copy of the original yugo mod and started renameing files from Yugo to Yugo-Hobby. I successfully done that and iv created a new mod in Rfactor with a new name so u can select it. Iv done the physics and sounds, and iv created a 3d model in 3DS max 8. Iv got Simed but i dont know how to use it and there is the place where im stuck.
I understand i need a GMT plugin for 3DS MAX but iv searched all over google and can't find any...
I need help coz i dont know where to go next and what to do.
I understand some of u allready been down this road and hope u can help me.
Thanks, MJ
Not sure whether they are of use or not (don't do the modelling)
http://rfactorcentral.com/detail.cfm?ID=GMT2%20Wiz...
http://www.rfactor.net/index.php?page=devcorner
http://rfactorcentral.com/detail.cfm?ID=GMT2%20Wiz...
http://www.rfactor.net/index.php?page=devcorner
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