Difference between revisions of "FBX2EDF"

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(Created page with "File:fbx2edf.jpg ==Exporter Options== ====Type==== :'''Mesh''' : Export mesh object ('''.edf''') file :'''Map''' : Export the track geometry, textures & lighting ('''.map...")
 
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Latest revision as of 14:58, 13 January 2020

Fbx2edf.jpg

Exporter Options

Type

Mesh : Export mesh object (.edf) file
Map : Export the track geometry, textures & lighting (.map) file for mesh-only tracks
Collision : Export the track collision data (.trp) file for meshh-only tracks. Only correctly named objects will be exported (for example, TRKASPH)

Merge

Merge Vertices : The tolerance to automatically merge nearby vertices in your mesh

Normals

Normals are automatically converted from the fbx file. However, you can overwrite all normals if necessary using the following options:

Flat shading : No smoothing
Recalculate : Overwrite smoothing based on the specified angle

Shadow Volumes

Used only when creating Map files to show shadows on vehicles.

Supersampling : 1 = no sampling, 2 = 2x 3 = 4x. Higher values are not advised and will take a long time to export.

Shadowmaps

Used only when creating Map files to generate shadows on the track.

Scale : 0.1 = Very High, 0.2 = Medium, 0.3 = Low, 0.4 = Very Low. It is advised to use 0.4 for test exports and 0.1 for final exports.
Supersampling : 1 = no sampling, 2 = 2x 3 = 4x. Higher values are not advised and will take a long time to export.

Converting FBX

  1. Click Load and select your fbx file
  2. Choose the type of conversion. Select Mesh for all model files (vehicles, helmets, skydomes etc.). For non-heightmap (road) tracks use Map and Collision
  3. Click the Save button and name your track file
  4. Click OK to start the conversion. You can see the progress notifications in the separate window.