Rfactor to rfactor 2 track converson
![rfactor to rfactor 2 track converson rfactor to rfactor 2 track converson](https://steamcdn-a.akamaihd.net/steam/apps/365960/ss_17af734ed4dc0b7c172d45b297043c1f82589c14.800x600.jpg)
TEAMS should have a VEH file, and a DDS skin file. So if there are subfolders in the rFactor 1 mod, just take them out and put them in one folder. SOUNDS for rFactor 2 should have WAV files with no subfolders. Sounds and teams are NOT in MAS format for rF1 so you can just drop them into your new TEAMS and SOUNDS files.
![rfactor to rfactor 2 track converson rfactor to rfactor 2 track converson](https://i.ytimg.com/vi/rF_f1Ygw2PU/maxresdefault.jpg)
You should now have all the 3d and texture files in raw format, GMT, DDS and TGA which you can open in 3DSimEd(GMT) or paintnet/photoshop(DDS). Extract all the files to your newly created 'GMT' folder. You should then see all the gmt files and dds files. Go back to the rF1 gamedata folder and find the. This is where things might get a bit complicated. Then within that folder make sub-folders called 'MAIN', 'GMT', 'TEAMS', and 'SOUNDS' So make a new folder called 'E34' for example. The process which i use is to make a new folder for the 'raw' files: Step 2 - Begin making some files for the rFactor 2 car There's probably a few more too which i forget. Loose in that folder should be everything that ties these files together, so 'HDV' physics files, TBC/TGM tyre files, PM suspension files, GEN files which load the 3D files into the game, SFX files, COCKPITINFO files. It also has a TEAMS file which contains the skins and the VEH files. GameData has a MAS file which contains all the 3D models (GMT), the textures (DDS) and other files (TGA, ANM etc) GameData has all the files you need for the car, sounds contains sounds funnily enough! Step 1 - Download and analyse the rF1 modĭownload the rF1 mod and you should have two folders named 'GameData' and 'Sounds'. Feel free to ask me anything you find as you go along, provided you haven't killed yourself by the end! for the experienced modders out there, please let me know if I've missed anything, or if there is anything you do differently/more efficiently. Of course, there are a multitude of things you'll have to do, edit and adjust to get the car looking good, working correctly, and handling well, but this should cover the first steps, and hopefully get the car in game. trk/.gdb etc or GTR2 can't find the textures or something similar.After a few requests I've made this quick guide to converting a car from rF1 to rF2. If the track CTD's/Locks your system while loading, you have an issue with your files like missing a in the. gmt and then drop it back in the OBJ folder, delete the. Now, as you find (the many, many, many.) things to fix, you can just edit the. trk file to look in these two new folders and // out the. create two folders in your tracks folder called TEX and OBJ and stick your textures in one and your 3D objects in the other folder. gtr files till your track is running 100% bug free. SDo, you might be fixing the track, but it is loading the old. HAT file that is created the first time a track is run in GTR2. So, I'll assume that you are working with a rF track and going to GTR2.Įvery time that you make a change, you need to delete the. Ok, with respect to Evo to GTR2, there isn't a track out there that is not already in GTR2 that is in Evo, so what track are you converting? To run a track in Evo, it MUST be in GTR2 first to create a. So any help would be great and if I get them to work I will try and release them with original authors permission of course. I either get and CTD or the track loads and hangs up at the loading screen. gtr files to it as well as the new trk, gdb, cam and aiw to the new track folder, put the new track in locations in GTR2 and run the game. Make a new folder copy and paste the new.
![rfactor to rfactor 2 track converson rfactor to rfactor 2 track converson](https://i.ytimg.com/vi/jN7H7wIn9bI/maxresdefault.jpg)
Pack gmt files to '"trackname.gtr".Įdit the gdb file to match a GTR2 track gdb Open the mas file, Move the DDS files to a folder, move the gmt files to a folder, convert any bmp,jpg or non DDS files to DDS. Here is what I am doing to convert an EVO track to GTR2. Also having problems with the sky and skybox conversion for rFactor to GTR2 would like help doing this too please.Īs for converting an EVO track to GTR2 I thought it was was pretty straight forward but still cannot get my conversions to work. The guide say use the 'File" menu and click on Export Textures, well I cannot find the "Export Textures" under the File menu. I am using the latest version of 3DSimEd, and tried to follow the guide but here is the problem. I have download a couple guides but they seem to be out of date. I have been trying to convert a few track to GTR2 but keep running into a few problems.