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How to add textures to rfactor in 3dsimed
How to add textures to rfactor in 3dsimed













how to add textures to rfactor in 3dsimed
  1. #How to add textures to rfactor in 3dsimed how to#
  2. #How to add textures to rfactor in 3dsimed archive#

temp extention at the end of the folder, so may be this option will be a solution for me to have a stable not temporary texture folder, there is a condition the folder can not be moved or renamed if the user want to keep using it with 3ds max until he finish the project. I noticed that there is an option in the dialogue box to browse for a user folder outside the 3dsimed folder that disappear when I close the project, I noticed that when I do that, there is no.

how to add textures to rfactor in 3dsimed

So after I close 3dsimed, that folder that has the texture used by 3ds Max disappear, because it's a temporary folder, and the fbx in tds max becomes greyed again without it,

#How to add textures to rfactor in 3dsimed archive#

The problem I got after that is that it's not possible for me to save that fbx to a 3ds max file because the texture are in temporary folder, not also possible to archive the texture to different path and save it for future use. bff, then 3ds max will import the texture from the original source of textures, the decrypted folder, and not the one you export from 3dsimed, after I realised this while digging into the folders, I made an experiment, when I was importing the Brands Hatch KN5, the window dialogue showed up, I selected to make the Texture folder map to be in the user folder and not in the temporary folder, so a folder was created inside 3dsimed folder, I did export I brands Hatch FBX and imported it in 3ds Max, and didn't export the texture as I used to do before to the subfolder with FBX, as I expected, the track loaded successfully with textures and everything was fine and perfect , Thanks dear Dave for your response and care, Yes I'm sure i did export the textures, before I used to create a track folder, where I export the fbx file, and a subfolder in it called texture, where I export the texture, this method always worked fine for me to import tracks with textures successfuly from other games, except Assetto corsa that gave greyed models only, I was thinking that 3ds max 2010 import automatically the texture from the "texture" subfolder joined with the fbx, the same way as KS editor function, but today i realised that I was wrong, the texture folder I created serve no function at all, 3ds Max 2010 import the textures from the folder that 3dsimed use to load the textures to start the project,įor example if you export a circuit fbxin 3dsmied, based on decrypted file out of. I had a feeling that something can be done about it.

#How to add textures to rfactor in 3dsimed how to#

or the fbx has some shaders, or UV maps not compatible with 3ds Max, I tried to export an archive from 3d max to get a zip and see if the texture are embeded inside, just to see what happens but the operation failed, and I got an error saying that the file is corrupted, Please guys if you know a solution to this problem, let me know the reason, and how to solve it.

how to add textures to rfactor in 3dsimed how to add textures to rfactor in 3dsimed

Usually When i Export tracks from games like Shift 2, Race 07, rFactor 2 in FBX format and import them in 3DS max 2010, they load successfully with textures, but yesterday and today, I was experimenting about importing two original Assetto Corsa tracks made by Kunos, that I got exported with 3Dsimed1h, all I get is greyed track, with models and polygones, wireframes, and no colored textures, I searched online about this issue and didn't find any solution, I loaded the FBX to Gjed, and it did give me the same thing, a greyed models track, but I managed to add the textures by including texture folder path to the maps mas in the loading menu, for 3d max, I didn't find any trick, I don't know the reason why this is happening? is it because the FBX is missing the.















How to add textures to rfactor in 3dsimed