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TUTORIAL Build your FIRST track - BASIC GUIDE

fughettaboutit

aka leBluem
This is a small Blender script for trees, 3d-grass, spectator, sky-boxes (or tree-trunks if you use them), dont apply to other geometries.

It makes all normals of all selected objects point up, so shadows look better with this; althought it would be better to have bottom vertices of trees not pointing up. I should note that it only works for all vertices you selected before in edit mode, but script works in object mode for all selected objects. So if you select all the top-vertices only before using the script, the bottom vertices are not changed.

Just paste into Blenders python console and hit enter; tested with Blender 2.79 and the new 2.8 too.

Code:
import bpy
objs = bpy.context.selected_objects
for o in objs:
  me = o.data
  me.use_auto_smooth = True
  # Normal custom verts on each axis
  me.normals_split_custom_set([(0, 0, 0) for l in me.loops])
  # Set normal for selected vertices
  normals = []
  for v in me.vertices:
    if v.select:
      normals.append((0, 1, 0))
    else:
      normals.append(v.normal)
  # make csn's all face up.
  me.normals_split_custom_set_from_vertices(normals)
proof after that: violet "split normals" indicator do point up in edit-mode (turn on in overlay menu, Blender2.8):

 
Last edited:
  • Hey, I came into track making just recently and it mostly worked for me until just now, when I tried to make another track and tried to import it in the SDK. I used a cube, flattened it out and added a texture ripped from google maps. Added a path, added a shrinkwarp mod, created another cube as the road and everything worked fine. added the pit and start spawn points and edited the terrain a little bit. Any other track I made didnt look much more different except for general quality. But for some reason, the exported FBX file just wouldn't import in the SDK. It just keeps freezing, which should not happen for like at least 5 mins for a 3MB file. Importing my older track (which is about 2MB) worked perfectly fine and only took about 5 seconds. Importing a bigger 33MB track also took long, but it finished after just about a minute. Did I do something wrong in blender?
 

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R8 Gordini

New Member
Hello everyone,

how do you find out your exact ingame track length?
I know Stereo's Odometer App is one way.
Any other ways known?

Thanks
 

Robert B

New Member
hi guys

I am currently learning how best to use grass fx. to assign different values to certain areas, I decided to first define them with meshnames. Unfortunately, this creates a sharp shading edge that does not look pretty. I have 2 Questions About this: is it possible to use two objects , or more, so that they are shaded as 1 object? the other idea is to put another mesh that is invisible and without physics on it. would such a mesh affect performance?

edit:i use blender
 

Johnr777

Moderator
hi guys

I am currently learning how best to use grass fx. to assign different values to certain areas, I decided to first define them with meshnames. Unfortunately, this creates a sharp shading edge that does not look pretty. I have 2 Questions About this: is it possible to use two objects , or more, so that they are shaded as 1 object? the other idea is to put another mesh that is invisible and without physics on it. would such a mesh affect performance?

edit:i use blender
Very confused, please share an image of your issue
 

Robert B

New Member
the idea was to dublicate the three meshes for grass fx adjustments without physics and invisible.and keep the visual mesh in one piece.or make the shading act like they are one object.
 

Johnr777

Moderator
the idea was to dublicate the three meshes for grass fx adjustments without physics and invisible.and keep the visual mesh in one piece.or make the shading act like they are one object.
ok, but why are you creating new meshes for grass fx? adjustments can be made through the ini file.
 

Robert B

New Member
to define different [GRASS_FX_ADJUSTMENT_...] for different areas.that was my first starting point to do that.and to make that by MESHES = xxx is better than MATERIALS = xxx.
 

Johnr777

Moderator
to define different [GRASS_FX_ADJUSTMENT_...] for different areas.that was my first starting point to do that.and to make that by MESHES = xxx is better than MATERIALS = xxx.
Seems like a lot of unnecessary work. Meshes is not better than materials if the track is built correctly. Is this your track?
 

Pingypoker

New Member
Hello everyone. I'm having a weird issue with my trees. Best to explain with pictures.

Annotation 2020-04-23 015630.png


As you can see, they are suffering from some weird lighting issue. This persists in game, however if Custom Shaders Patch is running the issue is gone.

Here is what the model looks like in Blender:

Annotation 2020-04-23 015614.png


Has anybody else ever had this issue?
 

fughettaboutit

aka leBluem
"to define different [GRASS_FX_ADJUSTMENT_...] for different areas.that was my first starting point to do that.and to make that by MESHES = xxx is better than MATERIALS = xxx."
@Robert B grassFX is there so you dont need to fiddle with all that stuff in 3d, you just make the underground and use it in track config
 
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