SKP, allowing data to be exchanged with many 3D editors and also applications such as KsEditor the Assetto Corsa editor. Sim formats which can be imported include Grid Legends cars, Grid2019 cars, Forza Horizon 4 cars, F1-2021, F1-2020, F1-2019, F1 2018, F1 2017, Forza 7, Forza Apex, Forza Horizon 3, F1-2016, rFactor2, Assetto Corsa, Grid AutoSport,F1-2010 to F1-2020, NFS Shift, DIRT, GRID, Race 07, GTR Evolution, STCC The Game, GTR2, rFactor, GTL, GTR, Papyrus Nascar 2003 & Grand Prix Legends (GPL), Form(F1 2002).ģDSimED can also read & write OBJ, FBX, Collada DAE, 3DSMax. Models can be exported to Assetto Corsa, Automobilista, rFactor 2 (and 1), GTR2, Race 07, GTL, N2003 and many other games. I´ve made an example because apparently not many people know you can charge the Tubro in this Game. Check if the car is Turbocharged and try to brake boost right at the start of the Race. Last step is to see if it all loads in Mod Dev in rf2.23rd April 2022 3DSimED 3.2c released with support for import of Grid Legends cars.ģDSimED is a Windows DirectX application allowing the creation and visualization of models from many racing sim formats. For all the People saying the 296 has a shit acceleration, or any other car that doesn´t accelerate well. If all objects and textures have been given the appropriate name and textures shaded to my liking, is it fair to say I can now export GMT and SCN to the appropriate folders in MOD Dev > locations (created the appropriate folders using josville).Ĥ. Besides working on the textures with shaders, do I have to rename objects here for them to be recognised in rf2? I.e wall = collider etc ? Is there a page illustrating what each object should be named in order for it to be recognised in rf2.ģ. Following a successful export from 3ds max, import the FBX into Gjed Within max do I need to rename any objects like I had to do assetto Corea i.e Road should be named Road etc? Or is that for GjedĢ. That said let Me know if my step by step below which is based on your conversations is correct. Looking over all of your comments, things seem very fragmented. 102 subscribers Subscribe Subscribed Share 1.6K views 2 years ago This is a video where i go through converting track almost completely so you can get the basic conversion running on the game. Thank you all for the responses and appreciate all the tips etc. You would then need to setup the file structure and appropriate files (You can use Joesville as an example). The use 3dsimed to set final shaders (As GJED doesnt have all the new ones) and re-export Delete AC specific objects.Įdit colliders, shadows, etc and export (At least you can get starting GMT and SCN File) edit the track name to racesurface_trackpart1, racesurface_trackpart2, racesurface_pitlane etc etc. Do not even bother starting without an explicit permission. They are Irohazaka, Usui touge, Akina, and ebisu west. It says automobilista stopped workking after converting them. Most RFactor moders take this very seriously, as they spend incredible amount of time on those mods. Hey guys im able to convert numerous tracks to AMS from rfactor but there are few that dont work. i would edit your 3dsmax and delete any ac specifics, rename your sector objects as per above xpitin,xpitout etc etc. First step: - Asking original authors of a track for permission. MeshFile=xpitout.gmt CollTarget=True HATTarget=False MeshFile=xpitin.gmt CollTarget=True HATTarget=False MeshFile=xsector2.gmt CollTarget=True HATTarget=False MeshFile=xsector1.gmt CollTarget=True HATTarget=False MeshFile=xfinish.gmt CollTarget=True HATTarget=False You would need to add in the XSector objects for the sectors (Not having done AC im not sure if they use the same naming standards). however you could leave any track edge wall colliders. as it doenst use these objects to determine the track boundaries. You would need to remove all the road edge objects from your file (Offroad areas) that AC uses. (Which would at least write the initial scene file) and the object settings for shadows/colliders. open it in GJED, set all the object properties - Shadows types etc (Similar to the KSEDITOR), you can export just the. Obviously you would need to set the correct shaders. Is there anybody good or interested in converting some NR2k3 tracks to rFactor for personal use I’d even pay if it’s a fair price. Interestingly the above way wont create a.