Converting track from rfactor to gtr2

Hi, need help please. I'm trying to convert a track from rfactor to gtr2 but I think I have everything correct, but the track closes the game as soon as I try to load it, could someone take a look at the files that are in the link to see if they can help me. Please, I need the help of someone who has already created, I have been guided by the tutorials, but I think I am very abstract in the help they provide, please I repeat, if someone can help me, please.
This is the link of the track I'm converting, monza_20: https://www.mediafire.com/file/afpolqt2ioea67e/Monza_20.rar/file
 
I managed to get it to work but it does strange things. Tomorrow, calmly, I will publish an update for you to review. This last one is a much cleaner job, the track is already loading, but the car doesn't even look good. I don't know if it's a lack of performance on my PC.
 
The version I downloaded opened in 3dSimEd but all the models were black. I unpacked the GTR files and all the textures had 0kb.

You don't need the Monza_20_text2.GTR, that looks like it's the SKY.Mas from the rFactor version.

Anyway, send me the updated version and I'll look at that.

I doubt it's your computer.
 
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I managed to find the rFactor version. I got it running in GTR2, I think it is a conversion of an rFactor 2 track.

It chugs on my old machine. I'm looking at the textures, some of them are very big, as are some of the objects. the large objects may need splitting up.
 
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I already did Eureka, I already saw why I was getting the error, it was because of this code in the .trk file:

//-------------------------------------------------------
View=mainview
{ Clear = False
Color = (0, 0, 0)
Size = (1.00, 1.00) Center = (0.5, 0.5)
FOV = (77.75, 62.50)
ClipPlanes = (0.50, 1500.00)
View = rearview
{

//Exactly this part of the code:

Clear=True
Color=(82, 89, 0)
Size=(128.0, 64.0) Center=(64.0, 32.0)
FOV=(62.5, 62.5)
ClipPlanes=(0.50, 150.00)
}
}

when it is generated it is not this one, I took it from another track and the problem of not seeing the car was solved, because I realized that if I put the view on another camera as a broadcast, the cars did come out.

//-------------------------------------------------------



I just need to correct the horizon and I would like to reduce the size of the textures to have a low resolution track and run more fluidly, I imagine I just have to reduce the sizes, I did it the first time and it happened that the track didn't load, it's time to review how to do that right, for now, this is a test, take a look.

 
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Now I need to know, how to create an AIW for gtr2, I'm modifying the aiw with the 4.22 tool to modify the rfactor aiw files, but they are not modified, so I have no idea what's going on, can someone help me with this, all this is to be able to convert assetto corsa tracks for gtr2 and I need if someone knows how to modify them and how to create them, because both are necessary in addition to the programs, please help me so I can learn, please help.
 
When you edit an AIW file with guitarmans editor, it doesn't save the actual file you have edited, it creates a new file. If you look on the right hand side, in the pane next to the LOAD AIW FILE, there is the name of the file that has been saved. It is a jumble of letters. Just copy that and rename it with your track file name.
 
Hello again, I noticed what you said in this last message, but that is not the problem. Apparently, that file has some problem, and when you save it after modifying it, it is not saved in the new file. I have already managed to get the track to work correctly and I saw what the error was.

I converted two circuits, I think they turned out well, but I see a detail that I don't know how to correct, if I don't put the pavement distance option in gtr2 to very far the horizon is not seen completely on the circuit, on Monday I will upload the two tracks to this same forum post that I created so you can look at them and tell me where the error is, it is still in development, it doesn't even have images, the two tracks are: Monza_20 that I found in some youtube videos and the other is the Madrid one, a version that I found made for rfactor, but this last one has strange things with the AIW route because I checked in the tool to modify the AIW file of the Madrid one and it is ok, but when I drive the AI on the track what is formed is unpleasant and if I do a race the AI cars do the same, something delicate that I don't know what it is,

I would like you to make me a video tutorial on how to create a new AIW file because I want to import tracks from ASSETTO CORSA for GTR2 but I don't know how, I already have the tracks exported packed in .gtr files but I need to know how to mark the sectors, the end and beginning and where the pits are because in asseto corsa it is in a way as I see in 3dsimed when I load it to export it to gtr2 but I don't know how to work, if you know help me with it please so I can learn and the little that there is while it can be shared better, in addition to the fact that the assetto corsa tracks are better elaborated, that is, they simulate the real size of the tracks more.
Could you help me with some good tutorials on how to do all these things, detail them well in new documents, not the old ones that I downloaded that I don't understand at all, by miracles I managed to understand the errors that I was having that I'm sure I still have many to correct because they are my first two tracks, but I'm sure they have huge errors, my language is Spanish because if it's the same case we can communicate in Spanish, I've met many people who speak Spanish just like me. Thank you very much and greetings.
 
When you edit an AIW file with guitarmans editor, it doesn't save the actual file you have edited, it creates a new file. If you look on the right hand side, in the pane next to the LOAD AIW FILE, there is the name of the file that has been saved. It is a jumble of letters. Just copy that and rename it with your track file name.
There I realized that you can even write where that tangle of letters is and say a name that you want that file to have and when you save it, it is saved with that name that you wrote in that text field. :)
 
I also need to create the reflections of the track, the rain effect, I'm telling you, I'll start now, I liked this simulator a lot, too much I would say, I'm not giving up on Assetto Corsa because my PC is old, but the day I have a modern one, I'll keep this one and race F1 cars in Assetto Corsa, I like the community that GTR2 has, I've tried Automobilista, Rfactor and RBR (the best rally simulator), I'd like to try Rfactor2 but well, it requires resources that I don't have, I've read that it's the most realistic simulator besides the first one, which is also a good simulator and is used by car companies today (incredible)
 
Apologies, I only speak English.

I have a tutorial on doing RainReflections, and I can also give you a couple of other handy hints: Safety Car and Fuel use. I'll package them up for you.


To write a completely new AIW for GTR2 and GTL you need the rFactor AIW development tools. This enables you to do the AIW by driving the track in rFactor. Unfortunately it only works on computers up to Windows 7.

I use a WinXP computer to do it.

There is a member over at Trackaholics that is writing a program to do it in Blender, but I haven't looked into that yet.

 
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Remove these entries from the bottom of the TRK file by adding the //
(or you can just delete them):

//Instance=horizon
{
VisGroups=(32)
MeshFile=horizon.gmt CollTarget=False HATTarget=False
}
//Instance=horizonlights
{
VisGroups=(32)
MeshFile=horizonlights.gmt CollTarget=False HATTarget=False
}
//Instance=rsky
{
VisGroups=(32)
MeshFile=rsky.gmt CollTarget=False HATTarget=False
}
//Instance=ssky
{
VisGroups=(32)
MeshFile=ssky.gmt CollTarget=False HATTarget=False
}
 
Great, I'm going to try what you sent me right now, I had fallen asleep from being so sleepy, another thing, I need an updated tutorial on how to import cars from scratch, I want to see if I can import cars from rfactor to import the f1 mods, it's a tremendous job but if I can do it, then it's done.

Thanks for these documents you sent me and for the advice, what a pity, I have windows 10 installed, I'll have to mount a virtual map to see if it runs, otherwise I'll have to mount a disk with windows xp to see if I can work on it, I'm having a hard time then, with the aiw on Monday I'll upload the two tracks very early so you can look at them. Greetings and thanks, let me check what you sent me, there is no problem in English and if I don't understand a phrase or word I will translate it, hehe, thanks, we'll keep in touch,

Send me everything you can to learn, take a look at it first and help me make it as simple and easy to learn as possible so I can work faster and better, for now I know how to convert circuits from rfactor to gtr2, I just have to correct all the errors that can be found like the ones you mentioned. Greetings
 
done,
Remove these entries from the bottom of the TRK file by adding the //
(or you can just delete them):

//Instance=horizon
{
VisGroups=(32)
MeshFile=horizon.gmt CollTarget=False HATTarget=False
}
//Instance=horizonlights
{
VisGroups=(32)
MeshFile=horizonlights.gmt CollTarget=False HATTarget=False
}
//Instance=rsky
{
VisGroups=(32)
MeshFile=rsky.gmt CollTarget=False HATTarget=False
}
//Instance=ssky
{
VisGroups=(32)
MeshFile=ssky.gmt CollTarget=False HATTarget=False
}
done, I had already deleted them
 
where can I modify the surface of the circuits so that they do not have potholes, that is, the car does not bounce much or almost not at all, simulating the current resurfaced circuits?
 
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You would need to check the material names of the track surfaces in 3dSimEd.

At the bottom of your GTR2 Locations folder is a specialfx.tec file, that tells you what the material names do.

Here's one I've converted to a txt file. See where it says MATERIALS at the end of each section.
 

Attachments

  • specialfx.txt
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Here are the two tracks that I converted, I've had a look, I'm sure they still need a lot of work, but they're already functional, so that they look good you have to put the track distance option to maximum, I need to know how to convert assetto corsa circuits for gtr2, that is, how to mark where the pits are and where the sectors are, the finish line, the start, those things to be able to do it, I don't know, I'd like to learn, at least to enjoy them myself if they can't be shared, although work can always be shared among colleagues. Regards
Madrid_2026: https://www.mediafire.com/file/yj6849e2cbcz3t3/Madrid_2026.rar/file
Monza_20 https://www.mediafire.com/file/c3srjgx50g6358z/Monza_20.rar/file

I downloaded the 2022 spa version of rfactor to do the same, and at least I have them halfway there
 
When you review the tracks, tell me what errors need to be corrected to smooth out the problems it has, although the truth is that I have not been able to dedicate the necessary time to it and that is probably why I have not seen the problems,
 

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