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QUESTION Segments of track dissapear in AC (undeground I think) but in Blender it's all fine

dunai19

New Member
Hi, I'm working on my track using Blender and GIS plugin. I've already made a track, simple terrain around it with topography and used shrinkwrap modifier so it nicely lays on the terrain.

Now, the thing is that in Blender it fits the curvature of terrain well, but in game segments of track dissapear (screenshot). I used offset with the modifier so the track goes even a little bit higher than it should but still the same problem. You can see at the screeonshot that after some grass track continues.

Can someone help me?

Also, another small problem - I can't see the track in ksEditor. Export works fine, track itself too, it's just like invisible in editor.

Blend file: https://drive.google.com/file/d/1mXUokRX2iEouctAAoU5SROjV3j5KAB3a/view?usp=sharing
 
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AccAkut

Active Member
Hi, I'm working on my track using Blender and GIS plugin. I've already made a track, simple terrain around it with topography and used shrinkwrap modifier so it nicely lays on the terrain.

Now, the thing is that in Blender it fits the curvature of terrain well, but in game segments of track dissapear (screenshot). I used offset with the modifier so the track goes even a little bit higher than it should but still the same problem. You can see at the screeonshot that after some grass track continues.

Can someone help me?

Also, another small problem - I can't see the track in ksEditor. Export works fine, track itself too, it's just like invisible in editor.

Blend file: https://drive.google.com/file/d/1mXUokRX2iEouctAAoU5SROjV3j5KAB3a/view?usp=sharing
Check if the Normal orientation is correct. If you can see the track from below where those holes are, it's the wrong way around.
 

fughettaboutit

aka leBluem
Your road is all one part, you should cut that into pieces, AC cant handle road parts longer than 1km.
But it should still be visible, idk why its not...
 

AccAkut

Active Member



It seems alright
the view mode you're in does not show Normal orientation, you're in Material preview, try the one on the left of it ("Solid"), and open the small v next to it, and set a tag on "Backface Culling".

If the mesh were too big, the KS Editor would just tell you and exclude it on loading. And guestimating, with that mesh type you created there the track would need to be really long to become problematic.
 

dunai19

New Member
the view mode you're in does not show Normal orientation, you're in Material preview, try the one on the left of it ("Solid"), and open the small v next to it, and set a tag on "Backface Culling".

If the mesh were too big, the KS Editor would just tell you and exclude it on loading. And guestimating, with that mesh type you created there the track would need to be really long to become problematic.

When I enable "Backface curling" nothing specific happens, but here's screenshot with "display normals" enabled

 

Rob Pawn

Active Member
Any Idea why this mesh is still wrong?

upload_2024-4-28_22-39-32.png


I always take road vertices and seperate them to make the terrain around...
Normally apply scale and rotation - and then checkin face orientation is enough.

- applied scale and rotation.
- made sure face orientation is correct.

in Game it failed, then:
- set normals from faces
- afterwards cleared parent
- made single user (Object & Data)

But even tho the mesh above looks fine, its not inGame!
Depending on View Angle:
terrain.gif


PHYSIC isnt there as well. even tho it has 1GRAS - Car falls through
 

Rob Pawn

Active Member
Thx for reply Fuzo.
There should be no LOD on any terrain mesh for my track.
The GIF above is taken from same position as well...

upload_2024-4-29_19-54-21.png


In ksEditor everything seems to be fine. NO disappearing!

Secondary Issue found:
BUT i found something strange as I wanted to check the LOD settings in the persistance .ini file.
The file just ends suddenly:
Screenshot 2024-04-29 192742.png


But the mesh which disappears is still listed in the ini. So, can not be the issue.


Is there maybe a know Object Count limit for .kn5 files?
I had this issue once before on my Tracks Main kn5 file - with some "npc" cars standing around.
As soon i put all decoration cars in a seperate kn5 file, the issue with disappearing was gone.

(EDIT: 2.500.000 Verts and 1018 Objects ----- Main kn5 has: 1.154.178 Verts and 2601 Objects)
 

Attachments

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Rob Pawn

Active Member
I tested some things now. Exported just 62 Objects. To be sure its not a Vertice or Object Count limitation!
I added test planes with and without physic. They show up without any issue.
They are in the same hierachy folder...

Its definitly a Mesh fault! (normals or something similar)
I also joined the disappearing mesh to a new added plane. But still disappearing.

If it wouldn't be 5 meshes in this area, i just would make them new.
Would probably take less time then figure out what the issue is.

Any idea? :confused:

Unbenannt.gif
 

fughettaboutit

aka leBluem
try this:
select that thing
Ctrl+A -> (apply ->) Make instances real

then go to the menu
Object -> Relations -> Make Single User -> Object & Data

and make sure it does only have one material
 

Rob Pawn

Active Member
well, give me a couple of minutes. food is in oven. i will need to zip the track and upload. (before eat)

actually i gave it one last try atm. Maybe a mesh next to it is corupted somehow. so i selected everything near and made the steps with apply scale and instances and object/data single user)

no success - uploading files now

i tested as well csp 1.79 version.. same issue
 
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Rob Pawn

Active Member
alright. it seems to be a issue caused of a corrupted persistance file.

One way to work around this, could be: Joining the "damaged" disappearing mesh to another one which works.
Done!

Another thing wich should help, JUST RENAME THE MESH! Done!
For example my damaged mesh was: 1GRAS_LIN_ADAC_SE --- and i renamed it to --- 1GRAS_purple

You could delete the mesh as well from the persistance file and then load fbx again. But i had still trouble as i renamed the mesh back to how it was before. Might be a memory issue (Persistance file still loaded in cache or whatever...) Iam not sure and too done to test further now.


(let me explain the memory issue and what i did)
1) Joined disappearing mesh to a workin mesh.
2) exported it to kn5 and it worked in Game!
I saved persistance to make sure the damaged mesh gets deleted from persistance file.
3) then back in Blender i seperated the vertices again and made it to the seperated mesh
like it was at the beginning.
4) as i gave the same name to the originally damaged mesh again the memory issue happened i guess.
Cause it started disappearing inGame AGAIN!

--- it could be, when you make a computer restart between deleting mesh from persistance file and loading edited fbx again, that everything works.


with other words - just delete the corrupted mesh from persistance file... clear memory cache and load fbx again into ksEditor and export... it should work...

gn8
 
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