![]() Each Round will consist of 1x race following hot-lap qualifying and Qualifying Duels to determine the grid order. The top 22 drivers will then proceed to the respective Round event. Qualifying Races will be the second stage of qualification into rounds, consisting of 3x races. The season is sure to be action-packed, with the drivers needing lightning-quick reactions to remain at the front of the field (see what we did there!)īut how will the Esport Series work? For each Round (Berlin and Rome), there will be an open qualifying session to decide the top 88 drivers into Qualifying Races. GMT Converter Material Editor Powered by Atlassian Confluence and Scroll Viewport.Finally, Formula E Accelerate, the official Esports Championship of ABB FIA Formula E, begins tomorrow (Friday 14th April) – which you are able to race yourself! As long as you are 16 years of age or older, and own rFactor 2 plus all of the necessary content – you’re free to compete. Delete the appropriate DDS file in the maps folder and run the application as normal and it will be reconverted.Force all textures to be converted by running the application with the -f argument.If for some reason a texture is not being converted, you can force it in two ways. The filename maybe prefixed by as many parts as you like.This allows the setting of how many mipmaps this texture should have. The next part of the filename is optional.BC5 (RG): nm, mr, aos, pt, mx, gr, mdm, bwm, bl.BC7 (RGBA) Linear: ov, ova, mu, mua, spec, rdt, em, ema, spl.BC7 (RGBA) SRGB: alb, alba, albr, dc, dca.At present the following types are accepted: Then working from the end of the filename, the next part of the file name must be the type of map.The final part of the file name may be an underscore followed by two digits for texture animation.All parts of the texture name must be separated with an underscore "_".Textures must be named following a standard as follows. -f: This forces the conversion of all TGA files in the source path.-d : This overwrites the default destination path of "Maps".-s : This overwrites the default source path of "MapsSource".The application can be run with some optional arguments. Load the track or pack the track, or see textures hot reload in the Scene Viewer or Mod Dev.This will convert any TGA files newer than the DDS equivalent in maps. Save uncompressed TGA files in either 32 bit (with alpha) or 24 bit (no alpha) into your source folder.Ensure all textures follow the set out naming conventions."C:\Program Files (x86)\Steam\steamapps\common\rFactor 2\Support\Tools\MapConverter\MapConverter.exe" -s MySourceFolder -d MyDestinationFolder Process The exact location of the rFactor2 install depends on where you setup your steam installs, but by default it would be C:\Program Files (x86)\Steam\steamapps\common\rFactor 2\Support\MapConverter. It will then automatically convert all TGA files in "MapsSource" newer than their DDS equivalent in "Maps" folder.įirstly we need to locate where everything is on your PC. The recommended usage of the tool at this time is to create a batch file in the folder above your maps folder to run the application. To do all of the above with minimal increase in artist work overhead.To ensure files are automatically saved in the correct format (Linear v SRGB, number of mip maps etc).To allow representative textures to be visible in 3ds Max when opening scene files (specify the TGA files in your materials).To allow the use of newer DDS file formats which are not supported by 3ds Max (i.e BC5 & BC7).To prevent artists resaving of already compressed textures.Removes the need to use Photoshop to export textures (any texturing software should be fine now).This tool is a command line app which calls Microsoft's freely available Texconv.exe to do the actual texture conversion. In order for all this to work you will have to name your textures to our naming standards though. The base premise of this tool is to convert TGA texture files to the correct and optimal DDS encoding for their purpose whilst doing some basic date checking to make sure it only converts updated textures. This tool is the first step in that move and it is something that we are making use of daily to help improve our artists workflow. What does that mean? Well it means we will provide tooling to help deploy assets to game, and the functions can range from ensuring textures are saved in the correct format, to baking lighting for cockpit interiors or tree lighting or more. At Studio 397 we are looking to move towards an asset pipeline long term. ![]()
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