![]() ![]() ![]() Rearview Cull="1" // Whether to cull objects in the rearview based on visgroups in the SCN fileĬockpit Vibration Mult1="0.00000" // Primary vibration multiplier affects eyepoint position (base magnitude is in VEH or cockpit file)Ĭockpit Vibration Freq1="00.00000" // Primary rate of vibration affects eyepoint position (higher framerates allow higher rates)Ĭockpit Vibration Mult2="0.00000" // Secondary vibration multiplier affects eyepoint orientation (base magnitude is in VEH or cockpit file)Ĭockpit Vibration Freq2="00.00000" // Secondary rate of vibration affects eyepoint orientation Rearview="1" // 0=Off, 1=Center and Side, 2=Center only, 3=Side only (virtual mirrors only, in-car mirrors are on/off) Vertical FOV Angle="75" // 34=use default, otherwise is the FOV for attached cameras (horiz is calculated based on aspect ratio) How to stop head bobble in rfactor and get 3 mirrors in cockpit view. Looking in your document 's rfactor folder How to fix annoying head shake in rfactor?Ģ - Allows you to view Cockpit View with 3 mirrors Recently I did a full reinstall so as I do upgrades and tweaks to my game I will list my upgrades and findings. So with my mediocre skills and some searching I will attempt to make a data base of changes you can make easily to your own game. It was men acting like silly boys, deleing post that were there for many years holding valued info to the modder, future modder and users of rfactor. One of biggest lose of raw data and compiling of information after constant bickering on racesimcentral forums. My next demo will be just a made up track in Bob's Track Builder, showing how easy and quick it is to use (by the way I am not affiliated with BTB in anyway, I just think its a great tool, rFactor modders use it all the time), and I will demo my other new RapidUnity product for precise object placement around the tracks on the terrain meshes, also using my ArrayWizard tool to build tyre walls etc.Ĭurrently, my BTB Importer only supports track and terrain, with BTB you can add tyre walls, trees, buildings etc, but for phase 1 of my importer these have been shelved due to issues I have hit with colliders, and instances of objects.One of first things you will want to do when you begin to set up rfactor is think how do I? Or Where do I find?īelow I will document those questions I came across, more of this info is readily available in 2012 but in 2005 not so much. Here are a couple of YouTube's of rally stages created with BTB.īe careful calling Daytona a boring track, the American's would argue that its not, I am a hardcore F1 fan, so yes producing Spa would be a nice idea, I did Daytona as a quick and easy demo, only took me 20 mins from opening Google Earth to having a completed scene in Unity with working car, track, lighting and a skybox. You have hit the nail on the head, Bob's Track Builder can produce closed or open race tracks, so it is perfect for creating rally stages! I will be posting more information over the next few days! Take a look at my YouTube video to see it all in action. This is pretty cool, it means you can create real world tracks in Unity, better still it does not use Unity terrain, so these tracks can be used for iOS games!Īs well as creating real world tracks, you can simply create any track you like in Bob's Track Builder, and then import that into Unity 3D using my new RapidUnity BTB import tool. I have discovered how to use Google Earth to map out paths and export the data into a fantastic piece of software called Bob's Track Builder for editing, and then finally I have created another RapidUnity tool which imports the data from BTB into Unity 3D, you can then use my RapidUnity Vehicle Editor to add a car, and race around the track. I am currently busy working on v2 of my RapidUnity Vehicle Editor, and whilst I have been working on this, I have been investigating other areas of driving game creation. ![]()
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