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Rfactor 2 how to mod track lighting
Rfactor 2 how to mod track lighting







I plan on doing as concise a write-up and companion video tutorial for all of this some day soon, once I finish working on the project I had wanted to do years ago. It might not be the same as strapping a laser scanning thing to a car and getting ultra high res data right from the source, but I feel like if you have some decent LIDAR data and you really take the time to get it into Blender and clean it up nicely, it will be just as good. In regards to laser scanning, depending on what you're thinking of doing, there are ways of getting LIDAR data into Blender which could help get you close to that kind of accuracy. Although, and no knocks against him as I don't believe English is his first language, it might take you a few dozen reads on certain things to make sense of what he wrote.

rfactor 2 how to mod track lighting rfactor 2 how to mod track lighting

Frederick Alonso on the forums has a Patreon where he's made some posts outlining his process. The only downside with Blender is nobody has a really concrete, easy to follow, step by step tutorial for going from a blank Blender file to a finished product, even if it's super simple. Seems to be a rigging thing that I haven't seen anyone post a working example / walkthrough of

  • Exporting animated objects like corner workers.
  • Really not a deal breaker, but if you're hoping to make a fully-featured track for night racing this becomes more of a priority.) This is really only applicable to actually getting things like lamp posts to emit light in the game.
  • Omni lighting (Seems to be dependent on the 3Ds Max omni light object, I'm sure an equivalent workflow exists in Blender but I have yet to see anyone who's figured it out.
  • Billboarding trees / spectators (Not sure if the guy making the export scripts is including functionality in his next release for enabling the flags that are required).
  • rfactor 2 how to mod track lighting

    The necessary scripts for Blender can be found here: įrom what I can gather, you use Blender for every component necessary in getting a track made except for: I really recommend Blender as it's free, and in my opinion is exponentially better and easier to use than 3Ds Max. With rFactor 2 though, especially more recently with the changes to the materials with PBR etc, BTB / RTB were no longer "every step necessary can be done here" tools, and it seemed like 3Ds Max was a hard stop requirement which being a broke college kid was a no go.īut, it seems like recently some people have done the leg work to figure out how to do most everything in Blender, and after some trial and error and jumping around not so great documentation in my opinion (The info is there, but not very concise), I think I've managed to figure most of it out.

    rfactor 2 how to mod track lighting

    I did a bunch of track building with BTB for rFactor 1 over 10 years ago when things were a bit simpler.









    Rfactor 2 how to mod track lighting