◙ Export to rF1 in a folder outside of development mode (this will save you work later).Studio 397 has deployed a new update for the Lime Rock Park track in rFactor 2. ◙ Create the structure in moddev locations. ◙ Edit the original SCN and delete the lines corresponding to the sky.
![rfactor 2 track builder rfactor 2 track builder](https://i.ytimg.com/vi/CbJWvnONQbA/maxresdefault.jpg)
◙ Copy SCN, TDF, AIW, CAM and GDB to the new folder. ◙ Export the textures to the new structure. ◙ Edit the new SCN to update the search paths with the data of the new structure. ◙ Import the new SCN into 3dsimed and check that everything is displayed correctly and use the info tool to check that no objects or textures are missing. ◙ If there are no errors you should be able to start rF2 in development mode and charging the circuit.įrom this moment on you are ready to start editing everything you need, include animated objects, modify shaders / textures, etc. (the latter I do from rFactor Devmode as you can see the changes in real time and the adjustment is more accurate). I think I am not forgetting anything, I have related the process from memory. OK Folks, Thanks to all your kind help I actually have my track importing from Bob's track builder into RFactor and can take some laps (with the track running in the right direction - learned the hard way that I needed to start my Google Earth path at the start-finish line and proceed in the correct direction that the track runs. So a milestone and I'm turning some laps and learning the track which is great. I'd like to increase the reality of the track by adding additional details and I'm a bit murky on which of these are best done in Bob's Track Builder, Which are best done in 3Dsim and which are best done in Rfactor Dev (are there things you can do in Rfactor other than drive the car? If so I had no idea!).ġ Add some additional roads including pit in / pit out, some run-outs a few chicane bypasses and other landmarks that would allow me to better visualize the track. In addition to this, as DJCruicky pointed out above - all my textures are too bright and shimmering although I can actually live with this.Įverything I'm looking to do is just to allow me to spot landmarks when sim racing that I can key into when I'm on the actual track.Ĭan anyone provide just a few thoughts on where these refinements are best done? Are they best done in Bob's Track Builder, 3DSim or RFactor itself? Ideally these would blend into the existing track but I guess that's not critical.ģ Add trees - just approximating tree coverage and generally just blocking visibility although there are a few key trees that you can set-up off of that might be nice to add a bit more accurately. You're dev mode won't get you any of that, the 'editing' in there is more about the AIW (sounds like you have something functional enough already there from BTB), some stuff to help with making a car (physics/audio), track cameras and possibly some fine tuning / testing of some track graphical parameters - but probably not something you need to worry about.Īdding objects etc you'll want to do either in 3dsimed or BTB. I'd guess BTB would be more straightforward for you, 3dsimed is a bit clunky when it comes to placing/copying objects. So while you're still at 'converting from BTB' stage, which you may never need to leave, I'd say aim for doing stuff in BTB and just convert and run it. If later on you wanted to actually refine the track details you might finalise your BTB version and then aim for either doing what you can in 3dsimed or going to blender and getting all crazy with it. Business & Finance Click to expand menu.Texture refining (basic) you could probably manage at this point too, but the advanced shader stuff would be 3dsimed and more time consuming - I think for your current purposes that wouldn't be worthwhile.
![rfactor 2 track builder rfactor 2 track builder](http://www.bobstrackbuilder.net/images/Showtime06.jpg)
If you’re looking for a housing option that’s green, clean, efficient and won’t cost an arm and a leg to build, the future is almost here. What is a 3D-printed house, and most importantly, will anyone want to live in one? 3D-printed houses have been going up in Europe for almost a decade now, and over the last few years, both prototypes and livable 3D-printed housing has been installed across America. In 2018, the first 3D-printed home went up in Austin. It was just two rooms and 350 square feet, but from this humble beginning, a trend took root in the United States.
![rfactor 2 track builder rfactor 2 track builder](https://www.bsimracing.com/wp-content/Uploads/image/2020/06/rFactor-2-New-Build-1.1119.jpg)
These houses are springing up across the country now, from affordable one-offs for organizations like Habitat for Humanity to commercial subdivisions with HOAs and all the trimmings. Unlike a traditional stick-built home, 3D-printed homes are literally printed in place, just like you’d print a knickknack on your home 3D-printer.