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Online Sim Racing netKar PRO


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    Attilio Barba
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    Post by Attilio Barba Wed Apr 07, 2010 6:41 am

    KOFlite.exe



    I think to take conversion "trento bodone", it possible?
    Andrea Lojelo
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    Post by Andrea Lojelo Wed Apr 07, 2010 9:43 am

    not easy to explain how to use it in few words! Razz
    Let's wait for some proper guides.

    You need to do quite a lot of things in a 3d studio Max before you can use the KofLite.

    you can't open any of the .nko. This editor works with a new format called .kto.

    Our Mugello is built using this new format.
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    Katsushika Matsumoto
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    Post by Katsushika Matsumoto Wed Apr 07, 2010 10:55 am

    Will be interesting to see what you guys can come up with editor - -How use it? Icon_biggrin
    M Carey
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    Post by M Carey Sat Apr 24, 2010 12:55 am

    Decided to play around with KOFLite tonight, and got this far:

    editor - -How use it? Kof_ed10

    Seems to be very temperamental though. Any idea on what's going on with my textures (newbie error I’m sure)?
    Andrea Lojelo
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    Post by Andrea Lojelo Sat Apr 24, 2010 1:00 am

    what are you using as 3d modeler? can you see the textures there?
    if you are using 3dsmax in the export options, we need to check only 5 checkboxes:

    • Mesh Definition
    • Materials
    • Mapping Coordinates
    • Geometric
    • Cameras

    You can leave the other values at their defaults.
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    Post by M Carey Sat Apr 24, 2010 1:17 am

    3ds max (2010), where I can see the textures, and it was with the options outlined above and the others set to default that produced the posted screenshoteditor - -How use it? 746533
    Andrea Lojelo
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    Post by Andrea Lojelo Sat Apr 24, 2010 1:21 am

    did you created the correct folder structure? Did you split the multimaterial objects?
    in nk you can't have any multimaterial object. You can use this script to do it
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    Post by M Carey Sat Apr 24, 2010 1:25 am

    Just created the texture folder, and a UI file, what else do I need? I used the script, not sure if I did correctly though editor - -How use it? 271945
    Andrea Lojelo
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    Post by Andrea Lojelo Sat Apr 24, 2010 1:29 am

    unfortunately the guide is not released yet. I can only point you to a very old guide for netkar namie. The most of the concept are the same. It's good for some guidelines until the nkpro track guide will be released.

    For everything else just check how other tracks are done. The folder structure not tricky at all!
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    Post by Andrea Lojelo Sat Apr 24, 2010 1:30 am

    M Carey wrote:I used the script, not sure if I did correctly though editor - -How use it? 271945

    to use the script you need to select an object before. you will see that the object will be divided in different pieces. one per each different texture.
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    Post by M Carey Sat Apr 24, 2010 2:38 am

    That’s the problem editor - -How use it? 271945 Now the only problem’s that 3ds max crashes when I try to detach all the objects, and when going through them one or a few at the time, it gets to a point where the script comes up with an error message (and won’t do anymore).
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    Post by M Carey Sat Apr 24, 2010 11:23 pm

    --Unable to covert: ReferenceTarget:ReferenceTarget to type: Material

    That’s the error message I get, along with a dialog box showing some of the scripts code. Below is about as far as I’ve got before this has happened (looks like there might be another issue with the trees). Any ideas? Maybe it’s worth trying to find a 3ds max 9 download?

    editor - -How use it? Error10
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    Post by Andrea Lojelo Sun Apr 25, 2010 1:45 am

    not a big issue for the trees. Trees textures are usually using alpha channel. you just have to do few things.

    1) wizards->auto alpha. This will do the magic (remove the transparent areas) in the most of the objects, but not all. Trees usually are not affected, so...
    2) select a tree with the "s" key once you are over a tree with you cursor (the blue +) move around with arrow keys and ctrl to move faster.
    3) once the object is selected check the option "alpha test" and put a number on the text box on its right. Usually 100-130 could is a good value.
    4) if this is not enough select transparent texture from the combo box close to Movable and press apply

    all objects that are using that material will be affected.
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    Post by M Carey Sun Apr 25, 2010 5:37 pm

    Alpha test lightened the transparent area, but didn’t do the job and the transparent texture selection didn’t work (assuming you meant the apply button under vars). Also I download 3ds max 9, but my textures don’t appear in there, and I was still having the same issues with the detach script (although on the whole it’s a lot more I intuitive to use than 2010). Just out of interest what version was used in the guide? If my problems are computer performance related then I can go as low as v.5 for what I’m trying to do (provided a copy can be procured) editor - -How use it? 11976

    EDIT
    Might have solved the texture problem (standby).

    Edit 2
    There’s a patch that solves the problem with DDS textures in 3ds max 9 running on Vista. Also 3ds max 9’s actually giving an error message before it gives up; not enough memory. Where does my 3GB go (probably to the aforementioned operating system)! So I tried an oval, which works (in terms of detaching textures), although things look a little strange in KOFLite so 3ds max 2010 might have to be re-installed tonight editor - -How use it? Icon_rolleyes

    editor - -How use it? Oval10

    P.S.
    Don’t think all the textures where detached with this screenshot (it might have only been 189 out of 400 odd).

    PPS
    To the original poster, after loading trento-bondone into KOFLite it seemed to be missing some textures, road surfaces etc, and other aspects looked strange in places.
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    Post by Andrea Lojelo Mon Apr 26, 2010 1:21 am

    M Carey wrote: after loading trento-bondone into KOFLite it seemed to be missing some textures, road surfaces etc, and other aspects looked strange in places.
    how can you do that? It's a .nko!
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    Post by M Carey Mon Apr 26, 2010 2:12 am

    Andrea Lojelo wrote:
    M Carey wrote: after loading trento-bondone into KOFLite it seemed to be missing some textures, road surfaces etc, and other aspects looked strange in places.
    how can you do that? It's a .nko!
    Do you remember we talked about this on msn? I can post some screenshots if you want (the results aren’t brilliant (although with some creative thinking there may be an improvement to be made)).
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    Post by M Carey Mon Apr 26, 2010 9:12 pm

    Using default settings I managed to detach textures with the track that was originally being problematic:

    editor - -How use it? Defaul10
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    Post by M Carey Wed Apr 28, 2010 5:39 pm

    A little video (still from within KOFEdit):


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