GJED

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Introduction

gJED is the 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.

Main.png

What you can do with gJED:

•  import/merge FBX files containing mesh, material and animation information
•  load/merge GMT files directly, or SCNScene File; list of all object instances/GEN files and their associated GMT files
•  edit mesh and material properties in real time
•  export scene as GMT, SCNScene File; list of all object instances, GEN, and ANM files

What you can NOT do with gJED:

•  create meshes or modify vertex locations
•  apply texture mapping to meshes or sub-sections of meshes
•  assign materials to meshes or sub-sections of meshes

You will still need a modelling program such as 3DS Max, Maya, Blender, Modo, or SketchUp to create meshes, apply texture mappings and assign materials. In addition to importing FBX files, gJED can be also used to load and view existing SCNScene File; list of all object instances (track) and GEN (Car) files (and their associated GMT files) in real-time, as well as edit the properties of meshes, materials, textures, cameras, reflection mappers, and scenes. You can also adjust all HDR parameters. All changes are saved in the gJED Environment file (.gmenv), which contains the following data:

•  environment settings
•  material library
•  instance / mesh settings
•  reflection mapper settings
•  scene settings

The environment file is loaded and applied on top of FBX/GMT/SCNScene File; list of all object instances settings. This allows you to re-export from your modeler to FBX format as often as you like while preserving work done on previous scenes. In the case of GMTs loaded from existing SCNScene File; list of all object instances file, the environment settings will match those from the most recently exported GMT/SCNScene File; list of all object instances files.


gJED Workflow

The basic workflow when using gJED would be this:

3D Modeler – create meshes, apply texture mappings, and create and apply materials in the modeler of your choice.
• FBX Export – export individual meshes or your entire scene to FBX format, remembering to triangulate all meshes (either manually in modeler, or via FBX exporter).
• gJED Import – import FBX files into gJED to adjust mesh and material settings, as well as create reflection mappers.  All work done in gJED is saved in the gJED environment file.
• Return to 3D Modeler – any additional work can be done to meshes, then re-exported to FBX files
• New gJED Import – re-import newly modified FBX files.  Previous mesh/material settings will be applied to new meshes so you can pick up right where you left off.

Launching gJED

When launching gJED for the first the Graphics Setup screen is presented first to configure the graphics options. To get started quickly, accept the default startup settings. For best outlines and grid lines, set max FSAA level and max Tex Filter level.

Config.png

Video Settings - Driver/Width/Height are N/A for now.
     •  Shader Path - set this to the location of coreshaders.mas, shadergfx.mas, or any other shader mas files.  All shaders in these files will be available in the material editor, but may not not be render-ready (compiled).  When a new shader is selected, it will be compiled on demand if necessary.
     •  Screenshot Path - N/A for now, not doing screenshots yet.
     •  Movement keys - Set movement keys by left-clicking the mouse inside a movement key box, and simply pressing the key to use (almost any key can be used for movement).  More configurable keys to come.


gJED Main Interface

The gJED Main Interface consists of a menu bar and toolbar at the top, and a status and info bar at the bottom, with a real-time rendered viewport.

Interface.png

Toolbar buttons:

   File Management
   •  Open/Merge File (.fbx .scn .gen .gmenv) – will launch the Open File dialog

Open.png

Open: select .scn/.fbx/.gen/.gmenv file to open using Browse button
       •  Load Matlib: load the material library from the .gmenv file associated with the .scn/.fbx/.gen file being opened
       •  Load Mesh Data: load and apply the ins/mesh data from the .gmenv file associated with the .scn/.fbx/.gen file being opened
       •  Load Mapper Data: load and apply the reflection mappers from the .gmenv file associated with the .scn/.fbx/.gen file being opened
     •  Paths: select paths to search for GMTs, texture maps, animation files, etc. using Browse button
     •  MASCompressed archive used to store game assets: select mas files to open for GMTs, texture maps, animations files, etc. using Browse button  
     •  Root Path: prepend this path to any Search Paths in the .scn file.  Must be set for .scn files
     •  Optimize VCache: optimize vertex lists for optimum hardware performance.  Can take a very long time for large meshes
     •  Optimize Tan Basis: optimize 
     •  Swap Y/Z Axes: select this if your model loads in the wrong orientation
     •  Swap Winding: select this if the triangle faces in your model are backfacing
     •  Load: if pressed, replace current FBX/GMT/scene with this FBX/GMT/scene
     •  Merge: if pressed, merge this FBX/GMT/scene with the current FBX/GMT/scene
     •  Cancel: do nothing
   •  Save File (.gmenv) – will launch the Save File dialog

Save.png

Save: select .scn/.fbx/.gen/.gmenv file to save using Browse button
       •  Save Matlib: save the material library to the selected .gmenv file
       •  Save Mesh Data: save the ins/mesh data to the selected .gmenv file
       •  Save Mapper Data: save the reflection mappers to the selected .gmenv file
     •  OK: save the /gmenv file
     •  Cancel: do nothing
  •  Export File (.gmt .scn .gen .anm) – will launch the Export File dialog

Export.png

Export: select export folder using Browse button
       •  Export GMT: save the material library to the selected .gmenv file
       •  Export SCNScene File; list of all object instances: save the ins/mesh data to the selected .gmenv file
       •  Export ANM: save the reflection mappers to the selected .gmenv file
     •  Export All: save the /gmenv file
     •  Export Selected: save the /gmenv file
     •  Cancel: do nothing

gJED Editors

The gJED Editors are launched from the toolbar buttons


Open Material Editor – will initially launch the Material Library selector

Material Library Selector - presents all materials currently being used in the scene. These mats must be assigned to meshes in your modelling software in order to appear in the material list. Future versions of gJED will allow you to load additional material libraries, as well as add materials to and delete materials from the current mat lib. The 'Get Mats From Selected' button allows you to refine the material list to contain only those mats used on the currently selected meshes. Clicking on any material button takes you to the Material Editor.

Matlibpanel.png

Material Editor -

Matpanel.png

Texture Editor -

Texpanel.png


Open Instance Editor – will launch the Instance editor

Inspanel.png


Open Instance List – will launch the Instance List selector

Inslist.png


Open Reflection Mapper Editor – will launch the Mapper editor

Mapperpanel.png


Open Scene Editor – will launch the Scene editor

Scnpanel.png