JrC
Active Member
Im doing a first conversion too so Im just figuring it out. Ill try to detail it better once I get it actually working in game.What is the camera facing ini?
Its my first track and first time working in AC
Im doing a first conversion too so Im just figuring it out. Ill try to detail it better once I get it actually working in game.What is the camera facing ini?
Its my first track and first time working in AC
Yes, 2 systems available actually. Semaphore or ks_start_lightDo the grid/pit red light work in game? I remember they were in GTR2, but no memory about that in AC![]()
What is the camera facing ini?
Its my first track and first time working in AC
Thank you for the answerThe name is wrong, the new mesh should be 2ROAD and not 1ROAD.001
Yes I have it enabled, also the road appear shaped correctlly on the game but I pass through it.1ROAD.001 should be a valid name for the road. as long as you have a number then ROAD anything after that will work.
I generally name my roads 01ROAD.001, 01ROAD.002 etc and that works fine
in terms of the curve modifyer, make sure in your fbx export settings you have "apply modifiers" active, as it may be disregarding the modifier on export
hope that works for you
Can you zip the blend file up and send it to me to have a look at?Yes I have it enabled, also the road appear shaped correctlly on the game but I pass through it.
(The high of the spawn points are also okey)
I have no models.ini file, I didn't create it cause it was working without it and in the guide says nothing about it.Can you zip the blend file up and send it to me to have a look at?
Also are you sure the kn5 file is referenced in the models.ini file correctly? I had a similar issue where I'd forgotten to change the model number and it had a similar effect
Maybe you found the problem, its red. What I have to do??What if you apply the modifier, and then check the face-normals orientation with this? (disable x-ray for that). If red, then orientation is wrong, blue is correct.
View attachment 6442
Other than that, the road-part may just be too long, divide into more parts.
if you're only using a single .kn5 file you should be ok wihtout the models.ini,I have no models.ini file, I didn't create it cause it was working without it and in the guide says nothing about it.
Nevertheless here I let you the file, thank you I really apreciate your help.
It is solved, thank you for the help anyway, it was the orientation, I dont know why when I apply the modifier it flips the road and I did not noticeif you're only using a single .kn5 file you should be ok wihtout the models.ini,
I'll have a quick look at the file shortly
nice, glad you fixed itIt is solved, thank you for the help anyway, it was the orientation, I dont know why when I apply the modifier it flips the road and I did not notice
What is the role of that models.ini file?Also are you sure the kn5 file is referenced in the models.ini file correctly? I had a similar issue where I'd forgotten to change the model number and it had a similar effect
You can split up your track into different FBX files/kn5 files for easier management, and also to have different parts of the track for different track variationsWhat is the role of that models.ini file?
[MODEL_0]
FILE=track_name.kn5
POSITION=0,0,0
ROTATION=0,0,0
[MODEL_1]
FILE=track_name_AC.kn5
POSITION=0,0,0
ROTATION=0,0,0
[MODEL_2]
FILE=track_name_trees.kn5
POSITION=0,0,0
ROTATION=0,0,0
[MODEL_3]
FILE=track_name_buildings.kn5
POSITION=0,0,0
ROTATION=0,0,0