

While 3DSimEd3 can make 3do's it is not recommended due to the the extra unnecessary poly count it adds to models plus it does not include all the psg scripting code that certain 3do's requires. The one constant is 3DS Max is required if you plan to build and compile true NR2003 3do's. While many programs can be interchanged when it comes to designing and creating content for NR2003 from painting a car in your preferred paint program, modeling track objects in Blender, or using any audio editor for NR2003 sound edits. Any ideas?ĭo you get different results with 3Ds max? And another thing how do you get the coreshaders from rF2 into 3Ds max hardwareshaders when you cant extract the the mas files using gmotor2? You get unknown key error.This tutorial is included in the Mod creation section but is applicable to track making section as well in regards to setting 3DS Max 8 up for NR2003 mod/track creation. The program seems to be having trouble exporting the shaders perhaps. Just not the same with the road material. Do you have to remove the surrounds for it to work? I doubt it because like I said I can change the terrain materials ok and the track will load. The rF1 image has surrounding terrain around the road surface and the rF2 one has not. I noticed that when you open a Track_xx gmt object file from rF1 with 3DsimED it looks different from the rF2 racesurface_xx gmt. But the green track disappears when you change the names back to Track_xx. The green track results when you change the instances names to racesurface_xx (but you still must exclude the road material from the rF2 track for it to load). I can change any other material except for the road and it will load. The track only loads if I dont change (copy and paste from rF2 track) the road surface material. I read the tutorial and did things correctly. Thanks for the tip about testing in dev mode.
