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As for the scans I'll have to double check on my comp later but so far I have, bologna auto show, San Remo, kumalo, Donnybrook, brandkop, heysel, Ardmore, Davidstow, charterwell(I think, it's a Scottish airfield track), lowood, one of the rio city races(guaraballa?),Lourenco marques,caen, I think a few more I'll double check later, I was starting with all the no championships and working backwards I'm in the 50s currently but was gonna keep going, I've seen your list, I scanned heysel to the best of my ability that is a race in Belgium on on ramps and off ramps around a highway the length is really accurate and the shape is mostly correct(a little rounder corners then the image shows, image is from the race handout I'm pretty sure so who knows how precise)so that one gave me practice scanning over modern cities so thought maybe I could offer any help, I'm not an expert but I understand most of the process(just gotta finalize converting). 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.
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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. Use Blender for UV Mapping and mesh editing as needed.Ĥ) Use 3DSimEd to export the finished scene in rFactor2 (SCN / GMT) format.ĥ) Use the rFactor2 Scene Viewer & Material Editor to assign shaders, assign additional textures and adjust the appearance of the materials.Ħ) Package for use in rFactor2 using the free tools provided with the game, and following the instructions provided by the developers (Studio 397).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.
![bobs track builder rfactor 2 bobs track builder rfactor 2](http://www.bobstrackbuilder.net/images/rF4.jpg)
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Once exported you will not be able to re-import to this program.Ģ) Use Blender to merge the multiple road meshes, and export them as a single object.ģ) Use 3DSimEd to build the scene, assign the materials' albedo textures, and export objects for use in Blender. As it is, Bob's Track Builder is a highly useful tool, even for rFactor2.ġ) Lay out the road, kerb & terrain meshes in Bob's Track Builder. If 3DSimED had a Bob's Track Builder-like import & layout tool for the road / kerbs / terrain, it would really be the definitive track authoring tool. Yes 3DSimED is excellent for editing, but does not have the right features for layout.