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rFactor 2: gJED editor by ISI


VELOCIPEDE

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Today we would like to announce gJED, an effort to remove the reliance on 3DS Max as the only tool for rF2 modding: "Probably a few weeks from release, it's time to talk about gJED, a new mesh and materials property editor for gMotor2-based applications. gJED allows for real-time editing of gMotor2 content created in any content editor which can export the FBX file format.
Content creators are no longer tied to a single platform (3DS Max). gJED is a real-time DirectX application built using the same engine and shaders as rFactor2, and therefore has most of the same graphical options as rFactor2. Much of the operation of gJED is similar to that of the latest gMotor2 plugins for 3DS Max."
We would really appreciate a mention of this where you deem appropriate. This is huge news for modding gMotor2.

Thanks,
Tim Wheatley
Image Space Incorporated

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With the release of rFactor 2 Build 1008, we’ve included the latest version of gJED in the Support\Tools folder. Quite a few bugs and occasional quirks were addressed.

Point the Shader Path to Core\Shared or integrate it into your usual SDK folder structure.

Changelog:
Material editor scrollbars now work properly when moving to/from Matlib/Material/Texture panels
Side-by-Side error reported in event log is now gone
Mesh ‘No Render’ option now correctly toggles mesh visibility
Matlib/Material/Texture editor dialogs are now wider to accommodate long shader names
Added texture reload butons to Material and Texture editors to allow fast reload of modified textures
Shader list in Material editor now shows proper shader names
Main window size and location from most recent session are now restored at startup
ESC key no longer closes app
Search path list in the Open File dialog is now optimized to only show each path once with cleaner formatting
Applying matlib/mesh/mapper settings from .gmenv file now set to true by default
Added omni light toggle button to main toolbar

Major known issues:
gJED does not yet support any animation features from FBX
gJED does not read .gen files yet
Any colors (including custom colors) set from the color pickers are not saved yet
Mesh ‘deformable’ toggle still doesnt work properly
Alpha test meshes are hard to pick for now

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