![]() ![]() I did make a filmstrip alike reference where the sun comes up, goes down on Fuji seen from pitlane. What I also noticed was in game the sun was not located correctly. And remember to swap Y & Z value when copying X YZ value from 3d software (hence the order in AIW is X Z Y), and also change Z value 0.5 meter higher to make sure car is above ground.Ī few hours later, I did mapped a few basic shapes like roads, terrain and took a shot at turn one: The 2nd 3rd 4th value are XZY position, which you just need to copy correct XZY value (the coordinates where you want to place the car) from 3dsimed or other 3d software. Each GarPos has 4 values, the first value should be left untouched. Under TeamIndex=0, you can see 3 GarPos values. Open *.AIW file with notepad (if there is no AIW file, launch game to generate AIW first and save). You can manually set first or any garage spot with NOTEPAD:ġ. ![]() Svictor wrote me we can also edit the AIW and that this way is much better. This is where the modding starts to become positive on myself to go much more into it all. The image above was my first succesfull load of the car on my Fuji road mesh. So I needed to move my scene a bit higher, export all meshes again. This indicated to me the pit crew is at point 0. The rotation of the car will be corrected later.Īt my first attempt the car was falling 2.5 meters down, you can see the pit crew. I did select my full scene which was at this stage 100% perfect in size, moved it so the car will fall 2cm down onto the pit asphalt. How I did correct my car from going to the moon and back, was actually simple. But personally I prefer setting the car start at point 0. That way you can drive to your track and start recording an AIW. Another trick would be, you add a drivable plane that goes to your model. The AIW can for example do corrections on where the car should be located or rotated for whatever reason. What I did not know is that the car always loads at point 0, 0, 0 without an AIW file. My car was falling into an endless skydive while my track was there and loading in game (the road mesh I spotted somewhere in a replay but I kept falling) I will write a little about materials you need to assign, it will safe you a lot hours thanks to this article. xsector2 Important to know to safe yourself a lot issues: Maybe zoom in but in the left bottom corner I have 4 polygon planes: With a bit of Google help I found the WEC official time sectors for Fuji which I did recreate. To make the track work later on we also needed important RF2 stuff so the AI knows what is the pit entry, exit, where the time sectors will come. Once in 3dsmax I imported all what I have made so far and did start with this correction.Īdded a plane with exact dimensions and scaled all else to fit in this while keeping an eye on the road mesh. Simple said I took the white line outsides of the Fuji track and tried to fit it in a square shape. Once in 3dsmax it was time to set the scale 100% precise. Then exported both terrain and road (low poly) to fbx so we can use it in 3dsmax. Then it was time to also get the Z axis depth so you feel it when you drive down or uphill like it should be on this track. This was my first upgrade on the blender model, I did make a raw low poly retopology from satellite data to have the terrain very precise in heights (hill shapes) If you support my work feel free to become a patron and give me some more free coffee :-)įirst I will show some stuff I have done to have a very precise recreation of the satellite data and references I have collected in last two months. A lot homework and time has gone into this project so far. I will include an example of a scene with just a square mesh that you can use to extend for your needs. Later on we might add extensions to the track to have cup races with a short layout (non chicane). As you know Fuji 2021 is my big how to tutorial and will become a high detail track, based around WEC endurance theme. I was working on a new LMP1 car with Valjouss for our Global Endurance Modding group. Sure it took a while to get this part 3 out. In previous part we made the basic shapes of the track. ![]()
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