![rfactor 2 create track rfactor 2 create track](https://live.staticflickr.com/65535/51000043235_3fa226f9b0_k.jpg)
Really not a deal breaker, but if you're hoping to make a fully-featured track for night racing this becomes more of a priority.)
![rfactor 2 create track rfactor 2 create track](https://i.ytimg.com/vi/ImQSjekcsTk/maxresdefault.jpg)
This is really only applicable to actually getting things like lamp posts to emit light in the game. Omni lighting (Seems to be dependent on the 3Ds Max omni light object, I'm sure an equivalent workflow exists in Blender but I have yet to see anyone who's figured it out.Billboarding trees / spectators (Not sure if the guy making the export scripts is including functionality in his next release for enabling the flags that are required).The necessary scripts for Blender can be found here: įrom what I can gather, you use Blender for every component necessary in getting a track made except for: I really recommend Blender as it's free, and in my opinion is exponentially better and easier to use than 3Ds Max. With rFactor 2 though, especially more recently with the changes to the materials with PBR etc, BTB / RTB were no longer "every step necessary can be done here" tools, and it seemed like 3Ds Max was a hard stop requirement which being a broke college kid was a no go.īut, it seems like recently some people have done the leg work to figure out how to do most everything in Blender, and after some trial and error and jumping around not so great documentation in my opinion (The info is there, but not very concise), I think I've managed to figure most of it out. I did a bunch of track building with BTB for rFactor 1 over 10 years ago when things were a bit simpler.