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BTB to rFactor to Max to Wallaby - Tutorial

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BTB to rFactor to Max to Wallaby - Tutorial

Postby eno72 » Mon May 06, 2013 9:36 pm

Hi everybody,
more and more often people ask how to convert their BTB tracks to original format.
Despite the material on the forums and all the tutorials around, I realize that a simple and comprehensive step by step guide has never been done.
Furthermore, I do not have the time to convert tracks, and not even to reply singularly to private messages.
So I decided to build a complete tutorial, covering all the aspects related to the passage from a btb made track to the original format, giving all the info to add also the main features not present in the RX plugin, like animations, movable objects, weather and so on.
I will take a very small btb made track to RBR native format, using the method I chose for conversion of the Akagi and Shomaru tracks.

This guide is useful also for those modelling in max and wanting to export for original RBR, since the passages are the same.
From the point when the model is in max, the tutorial just "forgets about" its BTB origin and tries to go deep inside the process of importing the 3D files into Wallaby and how to work there to add all the required features to the track.
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Chapter 1

Postby eno72 » Wed May 08, 2013 8:55 pm

From BTB to Max - Part 1

Today we start with part 1 of the first passage, that is the conversion from BTB to Max. This part finishes with the files ready to be opened by Max, and already well organized.

Link to the chapter:
http://www.mediafire.com/view/?b5iz55517s4e485

Links to the files used/generated in this part:
http://www.mediafire.com/?co46vtvf0royeji
http://www.mediafire.com/?vql9mumn8y0hjtm
http://www.mediafire.com/?ahh84r16hzva4ou

Edit of 12/05/2013, 22:15 GMT+1: PDF file updated, a couple of changes in the preliminary section.
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Chapter 2

Postby eno72 » Fri May 10, 2013 9:09 pm

From BTB to Max - Part 2

There we go with part 2 of the first passage. In this chapter we learn how to import the files into Max, how to give some organization with layers and we start exporting the objects as DirectX files, ready for Wallaby.

Link to the pdf file of this part:
http://www.mediafire.com/view/?181kwz5z2fbvl3b

Link to the Max file obtained at the end of this chapter:
http://www.mediafire.com/?100qgf4wqmcyfcj

In the next chapter we will see how to deal with the groundmeshes and with the collision mesh.
We will also see how to remap the ground using a textureplate, if desired.
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Chapter 3

Postby eno72 » Mon May 13, 2013 9:35 pm

Ground mesh & Collision mesh

In this chapter of the guide we will deal with the preparation of the ground mesh and its export.
Then we will lay the principles of the collision mesh, its preparation and export to DirectX.

Link to the pdf file:
http://www.mediafire.com/view/?fft8o7yooa8g58h

Links to the max files generated in the tutorial:
http://www.mediafire.com/download.php?1efeks3vzwu918e
http://www.mediafire.com/download.php?2zn88t8scmjpgn9

Link to the DirectX files generated in the tutorial (and used in the next one for Wallaby):
http://www.mediafire.com/download.php?q3q96fh0s3iebog

Link to get the Detach by ID script for Max:
http://www.scriptspot.com/3ds-max/scrip ... erial-id-0


In the next chapter we will start working with Wallaby.
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Chapter 4

Postby eno72 » Mon May 20, 2013 8:18 pm

Wallaby Principles

Here we go with the basics of Wallaby. With this tutorial you will be able to play the track in RBR (and in original format!).
There are still some missing and important parts, and I will make small chapters covering the essential things.

Link to the pdf of the tutorial:
http://www.mediafire.com/view/?x5jmy999b6qz3dy

Link to the zip file containing the track files generated in the tutorial:
http://www.mediafire.com/?7vlkeivowad3cgm

This is the list of original tracks with their slot numbers:
http://www.mediafire.com/view/?c0t26d6zqer9tw6

I strongly recommend to read also the Czech tutos on Wallaby (and on Max), which you can find at:
http://rbr.onlineracing.cz/tracks/article.php?id=31
I especially recommend to read the specific and general one on Wallaby:
http://rbr.onlineracing.cz/tracks/artic ... allaby.pdf
And the one on the material editor:
http://rbr.onlineracing.cz/tracks/artic ... erials.pdf
(you can find all these Czech tutorials as an archive in our download section if you wish, credits go to their authors: Wally, Sourek, Honzalek, Barta)

In the next tutorial we will see how to set up the start line, finish line and intermediates.
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Chapter 5

Postby eno72 » Sun May 26, 2013 7:35 pm

Wallaby - Driveline Triggers

In this chapter we will see how to work on the driveline. We will set the start line, finish line and intermediates.
We will then add some pacenotes.

Link to the pdf file of the chapter:
http://www.mediafire.com/view/520upa84u ... iggers.pdf

Link to the track files as obtained in this part of the tutorial:
http://www.mediafire.com/?9a1xl93k5dnqcza
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Chapter 6

Postby eno72 » Sun Jun 09, 2013 8:14 pm

Movable objects and collision meshes (cms files)

This is a longer chapter, describing important concepts for collisions of objects and for movable objects. Please read it thoroughly and try to get comfortable with these subjects, with the structure of the object browser and with the meaning of collision mesh.

Link to the pdf file of the chapter:
http://www.mediafire.com/?cfripltf1jfmyqs

Max file with 3D spectator models (includes the texture plate of the spectators):
http://www.mediafire.com/?6tqdmswewtn4iov

Max file of the track with added spectators (includes the texture plate of the spectators):
http://www.mediafire.com/?f1qc6p64bd06zz0

DirectX files of exported objects and cms files of exported collisions:
http://www.mediafire.com/?vss283shbwqfp4u

Needed files for the start clock:
http://www.mediafire.com/?v2kdd4zm4ut0t9n

Track files as obtained at the end of this chapter:
http://www.mediafire.com/?czhycofd8w49vl4

After reading and understanding all the stuff described in this chapter, you could be ready (with a bit of max expertise in building meshes) to build personalised collision meshes (as cms files).
This thread gives all the information about this:
viewtopic.php?f=15&t=46
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Chapter 7

Postby eno72 » Tue Jun 11, 2013 9:40 pm

Far scenery - clipping planes - collision walls

In this chapter we see what is the far scenery, what's the use of the clipping planes and how to build some track constraints by the use of invisible collision walls on the edges of the terrain.

Link to the pdf of the chapter:
http://www.mediafire.com/?10nr96ytp2c7r9n

Link to the max file used in the tutorial (with the textures of the scenery):
http://www.mediafire.com/?h9ww7e4y811cf3q

Link to the generated .x files:
http://www.mediafire.com/?z6hq75a4d66y4sd

Link to the track files as obtained in this chapter:
http://www.mediafire.com/?qi2jwg4gjwk8e19
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Final bits

Postby eno72 » Mon Jun 24, 2013 12:08 pm

Replays, animations and fences

For making replays please refer to the Czech tutorial:
http://rbr.onlineracing.cz/tracks/artic ... erials.pdf

To place animations and fences please refer to the general Wallaby Czech tutorial, where you find also hints on the weather settings:
http://rbr.onlineracing.cz/tracks/artic ... allaby.pdf
Please also see the discussions on this forum:
viewtopic.php?f=14&t=196
viewtopic.php?f=25&t=475


For the different types of fences please refer to the tutorial by Bostjan Berglez and Lamda:
http://www.b2-net.com/tutorial/25-wallaby-fence-editor

Remember: when you load an entire track, fences are not loaded! To load them, and see them (go to visibility in Wallaby), you have to load them afterwards, with the "open" command.
So, never export the fnc file, unless you loaded your fences (or made them) before.


General pages of tutorials by Czech modders and by Bostjan Berglez:
http://rbr.onlineracing.cz/tracks/article.php?id=31
http://www.b2-net.com/tutorial

As far as I'm concerned, this tutorial is over. You should now be more than able to generate the required files for the original format.
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