![]() ![]() Therefore, throwing textures on our car will not be difficult. Technical details: 3ds is a binary file format. Well, when using 3dSimED, we get a model with the correct texture coordinates. IsActive is enabled with them in ksEditor. Note that 3DSimED cannot render these correctly as they are DX11 while 3DSimED is DX9. Enhancement: The Shader list has been updated to include recent rFactor 2 additions. FBX alpha source black is equivalent to chroma transparency and if an FBX material has an opacity map the material will be set to alpha blending transparency in 3DSimED. I haven’t messed around with importing/exporting too much so unfortunately I can’t offer a solution to the problem other than to try exporting to a different format, if possible.Īnd still working on Trarch by the way. While the 3DS format aims to provide an import/export format, retaining only essential geometry, texture, and lighting data, the related MAX format also contains extra information specific to Autodesk 3ds Max to allow a scene to be completely saved/loaded. Kerbs themselves are made in Blender and exported in fbx format. Enhancement: FBX Export and Import preserves transparency. When importing it back in the mesh is rebuilt with the pivot being at the origin and using the world coordinates for each vertex. ![]() 3DSimED is a Windows DirectX application allowing the creation and visualization of models from many racing sim formats. You’ll probably notice it is world coordinates and is also using Maya’s axis order with the Y-axis being the up axis. 7th November 2021 3DSimED 3.2b released with support for import of F1-2021 cars and tracks and FBX Import vertex alpha. ![]() If you are exporting as obj file format you can actually open the file with wordpad and view all the mesh data it has stored. Whatever file type you are exporting to it is just storing the world coordinates of your mesh. The obj file imported with the pivot at the origin like you were describing, but the fbx imported with the pivot in the correct spot. I did two tests, one with obj and one with fbx. I think Content Manager also has something like 'unpack kn5', maybe that can help, too. (The difference between these different versions seems to be just the sponsor graphics).It depends on what format your export to. You don't open a kn5 file, but you can import it with tools like 3DSimED. Select one of these and the track should be imported. Within the game’s 2020_asset_groups folder find the environment_package folder and then the tracks folder. The wep folder should have the car’s erp file to select and import.įor example, to open the Red Bull from inside the F1-2020 folder navigate to:Ģ020_asset_groups\f1_2020_vehicle_package\teams\redbull\wep\redbull.erp Inside the f1_2020_vehicle_package folder there is the teams folder with all the cars, select the car, and then the wep folder. ![]() Importing Cars. To import a car you must browse to your F1 2020 game and look for the f1_2020_vehicle_package folder within the 2020_asset_groups folder. Make sure you select the correct version to import, otherwise the import will fail. Enhancement: Duplicate vertices are purged when importing FBX, this should greatly reduce the vertex count. Version 3.2a 3DSimED and can import models from F1 2020. ![]()
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