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	<title>FBX2EDF - Revision history</title>
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	<updated>2026-04-15T00:40:35Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://docs.piboso.com/wiki/index.php?title=FBX2EDF&amp;diff=132&amp;oldid=prev</id>
		<title>PiBoSo: Created page with &quot;File:fbx2edf.jpg  ==Exporter Options== ====Type==== :'''Mesh''' : Export mesh object ('''.edf''') file :'''Map''' : Export the track geometry, textures &amp; lighting ('''.map...&quot;</title>
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		<updated>2020-01-13T14:58:40Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&lt;a href=&quot;/wiki/index.php?title=File:Fbx2edf.jpg&quot; title=&quot;File:Fbx2edf.jpg&quot;&gt;File:fbx2edf.jpg&lt;/a&gt;  ==Exporter Options== ====Type==== :&amp;#039;&amp;#039;&amp;#039;Mesh&amp;#039;&amp;#039;&amp;#039; : Export mesh object (&amp;#039;&amp;#039;&amp;#039;.edf&amp;#039;&amp;#039;&amp;#039;) file :&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039; : Export the track geometry, textures &amp;amp; lighting (&amp;#039;&amp;#039;&amp;#039;.map...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[File:fbx2edf.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Exporter Options==&lt;br /&gt;
====Type====&lt;br /&gt;
:'''Mesh''' : Export mesh object ('''.edf''') file&lt;br /&gt;
:'''Map''' : Export the track geometry, textures &amp;amp; lighting ('''.map''') file for mesh-only tracks&lt;br /&gt;
:'''Collision''' : Export the track collision data ('''.trp''') file for meshh-only tracks. Only correctly named objects will be exported (for example, TRKASPH)&lt;br /&gt;
&lt;br /&gt;
====Merge====&lt;br /&gt;
:'''Merge Vertices''' : The tolerance to automatically merge nearby vertices in your mesh&lt;br /&gt;
&lt;br /&gt;
====Normals====&lt;br /&gt;
Normals are automatically converted from the fbx file. However, you can overwrite all normals if necessary using the following options:&lt;br /&gt;
:'''Flat shading''' : No smoothing&lt;br /&gt;
:'''Recalculate''' : Overwrite smoothing based on the specified angle&lt;br /&gt;
&lt;br /&gt;
====Shadow Volumes====&lt;br /&gt;
Used only when creating Map files to show shadows on vehicles.&lt;br /&gt;
:'''Supersampling''' : 1 = no sampling, 2 = 2x 3 = 4x. Higher values are not advised and will take a long time to export.&lt;br /&gt;
&lt;br /&gt;
====Shadowmaps====&lt;br /&gt;
Used only when creating Map files to generate shadows on the track.&lt;br /&gt;
:'''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.&lt;br /&gt;
:'''Supersampling''' : 1 = no sampling, 2 = 2x 3 = 4x. Higher values are not advised and will take a long time to export.&lt;br /&gt;
&lt;br /&gt;
==Converting FBX==&lt;br /&gt;
#Click '''Load''' and select your fbx file&lt;br /&gt;
#Choose the type of conversion. Select '''Mesh''' for all model files (vehicles, helmets, skydomes etc.). For non-heightmap (road) tracks use '''Map''' and '''Collision'''&lt;br /&gt;
#Click the '''Save''' button and name your track file&lt;br /&gt;
#Click '''OK''' to start the conversion. You can see the progress notifications in the separate window.&lt;/div&gt;</summary>
		<author><name>PiBoSo</name></author>
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