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Johnr777

Moderator
No idea how to do such a thing (yet)
The way I would do it:

Make a half sphere for the round section, and a rectangle for the antenna part, shape it a bit to match.

Make a front view render of the high poly object, on a solid background. use that as the texture for all sides.

Add alpha channel, done :)
 

EKO Sim-Racing

Well-Known Member
The way I would do it:

Make a half sphere for the round section, and a rectangle for the antenna part, shape it a bit to match.

Make a front view render of the high poly object, on a solid background. use that as the texture for all sides.

Add alpha channel, done :)
Very good idea ! :)
Then how do I parameter it to be shown from afar with this LOD then have it pop up as the full thing when I get near it ?
 

MGMetroDave

Active Member
That's done in kseditor itself. You change the mesh settings of any meshes you want to change, where LOD IN and LOD OUT are the distances in metres.

E.g. you could set the meshes relating to the high poly object to LOD IN = 0 and LOD OUT = 200. Then you could set the low poly meshes to LOD IN = 199 and LOD OUT = 2500. Those are examples only and you'll have to tweak them to look right on your track.

You may have noticed in the example there's a 1m overlap between the meshes. I've found that if you set them to be the same number there's sometimes an obvious disappearance and reappearance. There may be a better way of doing it that I'm not aware of.

Also if you have several submeshes in your objects, it might be easier to use the batch setting replace tab in kseditor to set the objects' individual meshes all at once.

I'm still very new to this so if someone wants to suggest a better way of doing it, feel free.:ROFLMAO:
 
Last edited:

Johnr777

Moderator
That's done in kseditor itself. You change the mesh settings of any meshes you want to change, where LOD IN and LOD OUT are the distances in metres.

E.g. you could set the meshes relating to the high poly object to LOD IN = 0 and LOD OUT = 200. Then you could set the low poly meshes to LOD IN = 199 and LOD OUT = 2500. Those are examples only and you'll have to tweak them to look right on your track.

You may have noticed in the example there's a 1m overlap between the meshes. I've found that if you set them to be the same number there's sometimes an obvious disappearance and reappearance. There may be a better way of doing it that I'm not aware of.

Also if you have several submeshes in your objects, it might be easier to use the batch setting replace tab in kseditor to set the objects' individual meshes all at once.

I'm still very new to this so if someone wants to suggest a better way of doing it, feel free.:ROFLMAO:
That's pretty much what I was going to say!
 

EKO Sim-Racing

Well-Known Member
Hi all, I'm tearing my hair out a bit:
- I'm using 3dsmax
- I'm doing my AI
- all my dummies have the Zaxis pointing forward, and the Y axis upward, just like in the tuto (I'm in object local axis view, so they're for sure pointing in these directions):
upload_2019-11-29_18-15-54.png


I made my AI, pit and fast lines.

Wanna boot into the race, and here's what happens:
At t=0 seconds (nobody moves, cars just humping themselves to death) a,d the 2 blue Williams mofos and Mclaren should start way back where the others are mingling in front of the pitwall...
Screenshot_asr_1991_williams_fw14_phoenix_gp_29-11-119-18-20-19.jpg



then cars just blend within themselves...
Screenshot_asr_1991_williams_fw14_phoenix_gp_29-11-119-18-20-15.jpg


One car automatically retires to the pits (oh yeah, he's fine! and pointing in the right direction)
Screenshot_asr_1991_williams_fw14_phoenix_gp_29-11-119-18-20-30.jpg




I've done the AI 3 times and still get the same result.

Anybody got an idea how to resolve this ?
 

LilSKi

Well-Known Member
Likely your edge lines are all screwed up. Those are the red lines when the AI app is open. You will need to use ai line helper on Rd or make your own boundaries in 3ds and export in csv
 

fughettaboutit

aka leBluem
you have a system folder in "...steamapps\common\assettocorsa\apps\python" ?

and in "Documents\Assetto Corsa\cfg\gameplay.ini" there should be this:
[PYTHON]
ENABLE_PYTHON=1
 

EKO Sim-Racing

Well-Known Member
you have a system folder in "...steamapps\common\assettocorsa\apps\python" ?

and in "Documents\Assetto Corsa\cfg\gameplay.ini" there should be this:
[PYTHON]
ENABLE_PYTHON=1
Yup:
upload_2019-11-29_19-56-20.png

and YUP:
upload_2019-11-29_19-57-39.png


still not showing :/
 

fughettaboutit

aka leBluem
this is my CM with version, 0.8.1976.36095, i think it only looks different, i changed ui size and accent color
upload_2019-11-30_2-12-6.png
 
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fughettaboutit

aka leBluem
if you dont have a file
"assettocorsa\apps\python\system\acsys.py"
its here in attachment, its the whole system folder in
"assettocorsa\apps\python\"

if still not working, please open vanilla ac (beware of he 500 car limit of it)

and activate the python apps there in options-general, i hope that fixes it
cm_ac_options_general.jpg


ps: something strange here on the forum: some pictures not loading?
 

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