Installation
Just download the zip file, and install it directly in Blender’s preferences
pane. You don’t need to unzip it.
If you had an old version installed, you must restart blender after installing
the new version.
The addon should handle migrations between versions when you open a blend file
using an older version.
Releases
What’s Changed
- Modifiers are now applied correctly during export
What’s Changed
- Major version bump to reflect the requirement for blender 4.0
- Fix ‘key “Factor” not found’ error when baking during export
What’s Changed
- Add support for blender 4.0
- Fix errors caused by numpy 1.23
- Support baking for the new unified mix node (color + float only)
What’s Changed
- More lenient export for specular textures with respect to different DDS settings/sizes
- Small internal fixes, e.g. removing mat check for ground material export
What’s Changed
- Fix a bug in the material exporter that didn’t account for non-“road-surface” textures using
new
material maps for all of new/normal/worn
combinations. Typically this means that non-“road-surface” textures exported prior to this version would have the correct material maps for new
but the incorrect ones for normal/worn
(likely using the blank default undefined
material). Thanks to NaroGugul for finding this bug.
- Deduplicate material maps during export. This means it’s much less likely for you to run into the 256 material map limit, because the common case of using fallback maps will often be deduplicated (among others). The deduplication happens for each set of
dry/damp/wet/
and new/normal/worn
combinations, for example if you have two separate textures which use pixel-for-pixel identical material maps for every combination of dry/damp/wet
and new/normal/worn
(all 9 of them for road surface textures, 3 for non road surface), they will be deduplicated. But if just one pixel differs, they will still be separate material maps. Note that the position and size of the material map does not matter, just the content of the pixels.
- Remove some leftover debug logging from the fence exporter.
What’s Changed
- Add new “Sett” material. This is like cobble, but a bit grippier. It can be found as a sub-type of cobble in the addon material menu.
- Check that the number of wet/water surfaces is less than the maximum supported by the game. 512 is the combined limit, more surfaces will not work in game.
- Tweak “car ambient lighting” minimum value in the blender UI. It can now go lower than 1.0.
- Add missing “car deep shadow alpha” entry to the tracksettings ini exporter.
- Make driveline events orange to stand out among pacenotes.
- Check that there are a maximum of 2 split events on the driveline when exporting.
What’s Changed
- Remap mat file when exporting. Previously the addon exported every material map it could find, even if they weren’t used, which meant stages could easily exceed the limit for the material map count (256), which wasn’t being checked. With this version, the limit is checked, and we only export material maps which are used in a collision mesh somewhere.
- Fix
shading_type
warning. This was removed some time ago, but I’d missed a reference so it would print spurious warnings in blender.
What’s Changed
- Exportable wet and water surfaces. There’s a new RBR object type, “Wet Surface”, which is expected to be a simple mesh consisting of only quads. Each quad is made into a wet surface object. This plane defines the visual water splash effect and gives information to the physics engine about the depth of the water, so it should be placed at the surface of the water. It can be used either for water splashes (active in all weathers, dry/damp/wet), or for puddles (active only in wet weather).
- Fix fallback material bug. Previously it was possible to open a new material editor without closing the previous one, and setting a fallback material would set the material for all active editors. Now it is impossible to open more than one editor - you must close the open editor before opening another.
- Raise max pacenote position from 10k to 100k. So 10km+ stages will have an easier editing experience.
- Be more delicate when setting up sky node automatically. Now it automatically sets up the sky node for the Eevee output, leaving the user nodes for the Cycles output untouched. This makes it easier to switch between skyboxes without losing Cycles baking setups.
- Fix issue with blender shaders causing the colour to become black when the blending/alpha value is 0.
- Remove the RBR/Blender shader mode switch. It’s now always in RBR mode. The blender mode was intended for helping baking, but it’s better to use a separate cycles only output node for that.
What’s Changed
- Exportable fences (for the
fnc
file). There’s a new object type, “Fence”, which allows exporting simple meshes to in-game fences. The mesh must be very simple: each vertex is the base of a pole, and the edges between the vertices define the tape or netting. A simple string of edges works best - try creating the fence as a “poly” curve, then convert it to a mesh later. You can also define a vertex colour shading layer which allows defining a multiplicative shading per fence pole. It must be a “Vertex Byte Color” type.
- Use faster convex mesh check (thanks
aesthetic_sofa
).
What’s Changed
- Add fallback materials to the material map editor. These can be set from the “overview” mode in a given texture by pressing the
F
key. This will use the currently selected material (in the material palette panel). Note that this is per condition (dry/damp/wet, new/normal/worn). For simple textures you don’t even need to draw material maps now, just set the fallback material and that will be used everywhere. The fallback material is equivalent to having an infinitely large material map with the previous addon version - it’s used as a last resort.
- Make convexity check for shape collision meshes and interactive objects more robust.
- Fix helicam export.
What’s Changed
- Rework exporter cleanup to be much more robust. The exporter should never leave any extra data behind after export. Previously it would do a reasonable job cleaning up objects but leave lots of duplicated meshes and materials behind. Now it should be totally reliable in cleaning up any duplicated data.
- Source object names are propagated through the exporter better. This should improve a number of error messages, which would reference objects which were duplicated (hence the names changed). Not all error messages have been switched to this yet.
- Rework interactive objects (see below)
- Add ‘Instancer’ object type. Objects set to this type will have the “Make instances real” operator auto applied (with ‘use hierarchy’=True) before detecting other RBR object types for export. You should check that this produces the right thing before blindly exporting using this object type.
- Improve export of materials with multiple output nodes. Cycles nodes will now always be ignored.
Interactive object rework
- Rework interactive objects. Your file will auto migrate to the new structure, which is very similar to the old structure. The collision mesh object must still be a child of the interactive object, but the RBR object type is now “Interactive Object Collision Mesh”, not “Shape Collision Mesh”. The object kind is now set on the collision mesh object, not the interactive object.
- Interactive objects can now have modifiers applied upon export (there is a checkbox in the RBR object settings for this). This will cause the object mesh to be cloned for each instance of the object (and they will no longer be instanced in the RBR files). The collision meshes do not get modifiers applied because there are strict limits on the counts. The kind of modifiers that will be useful here are ones which alter colour information, for example to transfer shading data from the ground mesh. If you have hundreds of objects using this setting, export will be fast if they only use a single blender material, and slow if they use more than one. This is a blender limitation, the operators to “separate by material” are slow when there are lots of objects.
- Fix a bug for resolving interactive object and shape collision mesh data by name. Now you can use interactive objects from libraries reliably.
- Enforce that scale is pre-applied before export for interactive objects and shape collision meshes. Scaling does not work properly in game.
- Check that collision meshes (shape colmesh and interactive object colmesh) are convex when exporting. They will have no collision in game if they are not.
What’s Changed
- One tint set (morning, noon, evening, overcast) per scene. This is a big
change to the addon, since previously we had multiple tint sets in a single
scene. When you load up your blender file, the addon will make linked
duplicates of your scene for each of the tint sets you were using (the ones
which had weathers), and migrates the weathers for each one. Your original
scene is not touched! You should verify that the newly created scenes export
as expected before removing your old scene. This change means you can now have
different cameras and drivelines for each tint set, and arranging those
cameras makes sense because they each have their own timeline.
- Individual weather settings have been moved to
World
. These were previously
all stored in the scene, but moving them to the world means that you can now
link them between tint set scenes or files. Each weather you have has a
World
object associated with it, and each Scene
links to these weathers in
a similar way to the old weather system.
- Add support for exporting vertex colours from new style attributes
- Add support for exporting UV maps from new style attributes
- Fix infinite recursion bug for weirdly degenerate geometry in the collision
mesh
- Add the remaining TrackSettings.ini options. These won’t be visible in
blender, they change things like shading on the car and script characters.
- Fix sky shader for blender 3.2. There was an undocumented change in the camera
data node.
What’s Changed
- Support RSF folder structure
The addon preferences pane now has an options for “Original” and “RSF”. The
guide has been updated to reflect this.
“RSF” stages will be automatically placed into their own folder (and will be
immediately loadable with no tweaking of ini files).
“Original” stages will be placed into the /Maps
directory (this is the
behaviour of addon version v0.2.0).
- Export Tracks.ini
There are new options in the export pane, e.g. stage name, author, track
surface, etc. For non-RSF installations you will still have to copy the
contents of Tracks<track-id>.ini
over to the main Tracks.ini
file, the
same as before (and the same as the tracksettings file).
- Warn user when driveline scale is not 1, this could lead to pacenotes in the
wrong places.
- Fix click and drag behaviour in the material map editor for blender 3.2
- Pixel perfect tweaking of material map highlighted square
The first public beta release. This is not a finished product, there are still
missing features and bugs to fix, but it’s good enough to export tracks.
Requires blender version 3.1 or 3.2.