https://docs.piboso.com/wiki/index.php?title=FBX2EDF&feed=atom&action=historyFBX2EDF - Revision history2024-03-29T04:37:14ZRevision history for this page on the wikiMediaWiki 1.36.1https://docs.piboso.com/wiki/index.php?title=FBX2EDF&diff=132&oldid=prevPiBoSo: Created page with "File:fbx2edf.jpg ==Exporter Options== ====Type==== :'''Mesh''' : Export mesh object ('''.edf''') file :'''Map''' : Export the track geometry, textures & lighting ('''.map..."2020-01-13T14:58:40Z<p>Created page with "<a href="/wiki/index.php?title=File:Fbx2edf.jpg" title="File:Fbx2edf.jpg">File:fbx2edf.jpg</a> ==Exporter Options== ====Type==== :'''Mesh''' : Export mesh object ('''.edf''') file :'''Map''' : Export the track geometry, textures & lighting ('''.map..."</p>
<p><b>New page</b></p><div>[[File:fbx2edf.jpg]]<br />
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==Exporter Options==<br />
====Type====<br />
:'''Mesh''' : Export mesh object ('''.edf''') file<br />
:'''Map''' : Export the track geometry, textures & lighting ('''.map''') file for mesh-only tracks<br />
:'''Collision''' : Export the track collision data ('''.trp''') file for meshh-only tracks. Only correctly named objects will be exported (for example, TRKASPH)<br />
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====Merge====<br />
:'''Merge Vertices''' : The tolerance to automatically merge nearby vertices in your mesh<br />
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====Normals====<br />
Normals are automatically converted from the fbx file. However, you can overwrite all normals if necessary using the following options:<br />
:'''Flat shading''' : No smoothing<br />
:'''Recalculate''' : Overwrite smoothing based on the specified angle<br />
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====Shadow Volumes====<br />
Used only when creating Map files to show shadows on vehicles.<br />
:'''Supersampling''' : 1 = no sampling, 2 = 2x 3 = 4x. Higher values are not advised and will take a long time to export.<br />
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====Shadowmaps====<br />
Used only when creating Map files to generate shadows on the track.<br />
:'''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.<br />
:'''Supersampling''' : 1 = no sampling, 2 = 2x 3 = 4x. Higher values are not advised and will take a long time to export.<br />
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==Converting FBX==<br />
#Click '''Load''' and select your fbx file<br />
#Choose the type of conversion. Select '''Mesh''' for all model files (vehicles, helmets, skydomes etc.). For non-heightmap (road) tracks use '''Map''' and '''Collision'''<br />
#Click the '''Save''' button and name your track file<br />
#Click '''OK''' to start the conversion. You can see the progress notifications in the separate window.</div>PiBoSo