

Next step is to read each GMT and convert it to the New rF2. My converter still needs first unpacked readable individual. For the correct icons format a nVidia DDS tool is necessary. If some material parameters arent Set correctly, the road is black, or slippery like ice.įirst my converter builds up the needed path structure of the Track, with all the needed loading pictures and icons, AIW file, CAM and material file. GMT Files with more than one objetcs, by creating prototype materials. Some trees are floating some m above ground.ĭriving with rF2 is great, so i keep on working to drive my favorite Tracks with rF2 as soon as possible.įor now i checked the glow activities in the startlight. (didn't find the sequenz parameter in GMT Files). The Track is loaded, but i cant see these effects. Some special effects still not yet good working, like glowing effects, nightlight, animations, but i'm quite near to solution. The behind Car camera has a much bigger visibility Range. Driving on invisible roads is still posible. In race, the textures of big objects are vanishing (similar to pictures above) to a invisible track. Until now, i struggle with in car visibility range with big objects, like long real road track sections of more than 600 m. Missing textures from source, i add as good as possible new, or use similar textures and spec or bump normal maps. The GMT file structure is very similar to the old MTS file structure of F1RC.įor every Material i can indiviually adjust the new rF2 shaders and textures, automaticly by naterialname or by manually definitions. Driving, timing, AIW, dust, force feed effects, cones and signs behaviour, acoustics, friction, transparency and wet effects, is working excelent. Made some progess with my Track converter.
