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Trackmap rfactor 1
Trackmap rfactor 1






trackmap rfactor 1
  1. TRACKMAP RFACTOR 1 SOFTWARE
  2. TRACKMAP RFACTOR 1 FREE

Also, never delete this line (the "path), it can come in very handy even much later in the track development process. It should remain a free-floating object in the "schematics view".

trackmap rfactor 1

NOTE: do NOT attach this line to any dummy or to the "hierarchy". It’s a good idea to make the 2 points at either end of the hill half the height difference of the rest to make a gradual transition.ĭon't worry about getting this line too perfect first-try, you will be able to go back and adjust this line as much as you need to later.

trackmap rfactor 1

I’ve noticed that if you rise or lower a point by 1 meter it will make a gradual hill and 2 meters per point will make a fairly steep hill. Pay close attention to your measurements here, it's easy to over do it and end up with huge heights or really steep hills. You don't want any knife-edge elevation changes.

TRACKMAP RFACTOR 1 FREE

Again, to achieve the correct and smooth elevation changes feel free to use "refine" to add an additional vertex if you have to. Now go back and raise/lower individual vertices on the line to add the elevation changes. Use the minimum amount you can get away with-you'll see why in the lofting step. Most turns can be achieved with only 2-3 vertices, and I have never run across a turn so complicated as to require more than 4 vertices. Be careful to not go overboard and add too many vertices there should typically be a vertex every 20 meters on the tight spots and every 80 meters on a long straightaway. In some cases you might have to go back and actually add some additional vertices in order to achieve the perfect curvature to follow the center of the tarmac you do this by clicking the "refine" button then click where you want the new vertex to be created (make sure you created the right type of vertex for the situation at hand-either smooth, bezier or bezier-corner). Move the vertices around and tug-and-pull on the bezier handles until your line follows the center of the pavement all the way around the track as perfectly as you can. I try to set the starting line right at the world center (0,0,0) that way when I first test, it will be easy to set the aiw up. For corners that need to be touched-up you can change the vertex type from "smooth" to "bezier" or when you're in a really tough situation choose "bezier-corner". It then asks you if you want to close the spline, answer yes.Īt this point you'll have a pretty roughed-in line following the center of the pavement. When you end the line click the last vertex on top of the first vertex to complete the circuit. Again, at this point don't be concerned if the line is bulging out in places just make sure your vertices are in the center of the tarmac. Just to give you some idea, a typical horseshoe shaped hairpin will typically require only 3 vertices to make (one placed just before the start of the turn and one just after the exit of the turn). Since all the vertices will be of type "smooth" you'll notice the line will sometimes bulge out as if it wants to go in another direction-ignore this for now and just keep plotting along down the center of tarmac. Click to create a vertex only when necessary, create the minimum number of vertices you can get away with. Draw the line down the centre of the pavement.

trackmap rfactor 1

Start creating a standard line (spline) and set the vertex type to "smooth". Then you can uniform scale it to whatever size you need, without worrying about messing up proportions. UV map the plane using the “fit” and “bitmap fit” functions to get it mapped proportionally correct to the plane. Assign the track map material to the plane and lower it 10 meters down so it’ll be out of the way of your work. It will be used as a template for tracing the tracks path. Create a flat plane roughly the size of the track(top view, obviously). Get a good map of the track that is to correct scale and set it as a diffuse map on a material. Getting the scale correct is pretty much a lot of guesswork unless you know for a fact that, say, the front straight is exactly 1200m long. To start with, get your units set to meters in Customize - Unit setup.

TRACKMAP RFACTOR 1 SOFTWARE

Unfortunately 3D Studio is commercial software and is not available to download legally on the net so you'll need to find another, hopefully, inexpensive source. This tutorial has been extensively edited to rF track editing and was originally made for SCGT and F1Cįirstly, you’ll need to be using 3D Studio MAX because Zmodeler won't cut it in this case. The text below is an edited version of JPS's postings giving an introduction to Track Editing.








Trackmap rfactor 1