
so just after the finish line i start renaming the road objects as 01Road01, 01 Road02 and so on fisrt of all we should thing about how we will create the cameras in koflite so we should create the sector with that in mind, because the easy way to create cams is to asign them a sector name, so if my camera 2 i want it to pick up a car in turn 3 then turn 3 must be were i start renaming sector 3. Once its finished we can now start to rename the objects we need to rename and let the computer do the work, it should detach all multimaterial objects and split them as single objects. So now the most important thing, just drag all over the track with the select tool and select all the track and click on detach in the detach by id script by yuha. Or just objects that ar in the mountains so far from the track that never will be rendered in netkar. Now we can get rid of all unwanted objects on the scene, sometimes we dont want some of the objects as xpitsector xsplittime etc Next thing we have to do is to make the sector one, face towards the south, its required by netkar. and then click on the viewport, it should now show the scene with the textures applied. next step to make things easier is to go to the view menu and select show materials in viewport as standard display and maps. If it still ask for textures then we should create the textures or watever to fix it. Render the scene and lets see if its solved or it still ask for textures. Just create a blank file for it and add into the texture folder, now we should have the track open, its possible that we have any. ok now we are ready to oepn it in max, so we fire up max, and load the interlagos.3ds file we've just created: next thing to do is save the scene as interlagos.max, reset max and open interlagos.max again and thats all we need to do in 3dsimeditor. so you go to export and select 3ds save it into the interlagos folder. After exporting the textures you have to save a 3ds file to open it in max. then select the folder for example create: interlagos/texture so you will export all textures to texture folder. Next thing you have to select is dds format and 8:3, because its what max need. Next thing you click on tools and select map conversion, so i allways open rfactor tracks so its very easy to open it just navigate to the track folder and find the scn or 3dsimed file wich it opens automaticly in 3dsimed,ĭouble click on it, and its open in 3dsimed.

Firt of all you have to open your track in 3dsimed. Ok Once we have all this tools lets start: Fisrt of all you will need a Track to convert, 3dsimed, 3d studiomax and juhas detach by id script. Hi guys this is intended to explain how i convert a track, sure there are other methods.
