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TUTORIAL Build your FIRST track - BASIC GUIDE

PAQUITO

New Member
Ok, after a few laps, I´ve discovered a weird thing:
It´s not the crosswalk looking terrible in game, what I´m seeing in game is the white paint and... the empty space of the environment beneath my feet!! I mean, the alpha is letting me see-through not only the crosswalk object, but the tarmac too!!
WTF!!
 

PAQUITO

New Member
Ok, found the solution after a lot of googling, it was a shader setup issue. The material for this DDS texture with transparency should be:
  • ksperpixel
  • Blend mode Alpha Test
  • Transparency off (which doesn´t make sense to me, but... ok)

Now it works like a charm:
 

Johnr777

Moderator
Ok, found the solution after a lot of googling, it was a shader setup issue. The material for this DDS texture with transparency should be:
  • ksperpixel
  • Blend mode Alpha Test
  • Transparency off (which doesn´t make sense to me, but... ok)

Now it works like a charm:
Having a look at how a Kunos track is made, can usually save you a lot of time googling
 

PAQUITO

New Member
Ok, I´m starting to build the environment for the track, and there´s one thing I´m struggling
with. I have this object which is the terrain, but it just doesn´t show up in kseditor. Why??

EDIT: Nevermind, the object was set to "inactive". Silly me
EDIT 2: So, when I export the track, the car starts to "crash" and get hit by... nothing, so you can´t drive. The world mesh is moved to the bottom so it doesn´t intersect with the track. Any tip?
 
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Weezy

New Member
Hello, im having a problem with pits. everytime i enter the game my car spawns at x0 y0 z0.
I have these cube names,
AC_PIT_0
AC_PIT_1
AC_START_0
AC_START_1
PLS HELP :')
 

Johnr777

Moderator
Hello, im having a problem with pits. everytime i enter the game my car spawns at x0 y0 z0.
I have these cube names,
AC_PIT_0
AC_PIT_1
AC_START_0
AC_START_1
PLS HELP :')
Read the first page of this thread?

We also need more details... cube axis orientation correct? Is the road the car spawning on named correctly? 1ROAD, or 1PIT, etc...
 

Weezy

New Member
Read the first page of this thread?

We also need more details... cube axis orientation correct? Is the road the car spawning on named correctly? 1ROAD, or 1PIT, etc...
Is cube orientation important enough to make my car spawn at x0 y0 z0 if not done right? I usually skip rotating the cube, mb thats the problem
 

Johnr777

Moderator
Is cube orientation important enough to make my car spawn at x0 y0 z0 if not done right? I usually skip rotating the cube, mb thats the problem
Everything thats important is explained on page 1. Skipping things is not the correct way to create content for AC :)
 

PAQUITO

New Member
So I´m having a lot of problems with the AI line. To be precise with trying to set track cameras. I´m supposed to set where I want the start/end of any cam by clicking in the AI line. Problem is, when I click the AI it picks a random point, sometimes it more or less sets itself at the correct place, sometimes it does nothing, sometimes it sets a mark somewhere far from correct. It´s driving me crazy.
And yes, my road mesh is set in the 0,0,0 origin and the local axes are correct (y up, z forward).

EDIT: Found the solution. There seems to be something tricky in the fbx export for, apparently, any software. Just load the kn5 into 3dsimed and export as fbx. Load the new fbx into kseditor and load also the ai line. It will work just fine. When you have your cameras all set, you can delete the fbx, since it was just a temporary file to make the cameras work.
 
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fughettaboutit

aka leBluem
So I´m having a lot of problems with the AI line. To be precise with trying to set track cameras. I´m supposed to set where I want the start/end of any cam by clicking in the AI line. Problem is, when I click the AI it picks a random point, sometimes it more or less sets itself at the correct place, sometimes it does nothing, sometimes it sets a mark somewhere far from correct. It´s driving me crazy.
And yes, my road mesh is set in the 0,0,0 origin and the local axes are correct (y up, z forward).

EDIT: Found the solution. There seems to be something tricky in the fbx export for, apparently, any software. Just load the kn5 into 3dsimed and export as fbx. Load the new fbx into kseditor and load also the ai line. It will work just fine. When you have your cameras all set, you can delete the fbx, since it was just a temporary file to make the cameras work.
Maybe dont use ksEditor for that, but this instead.
Use "new auto 'camera....' ".
upload_2022-3-23_21-34-27.png

And maybe CamInfo after that to refine individual cams.

Oh you found a solution, nice!
 

PAQUITO

New Member
Hi, I´m porting the applevalley speedway from rfactor2 to AC and it´s going very well, almost finished. The only thing is the road is way too bumpy. You can see the suspensions going up and down like it´s a stone road or something.
I´ve checked the geometry and it´s all flat and smooth, there isn´t any strange value in the surfaces.ini and the 3d objects don´t have any extreme position.
 

Johnr777

Moderator
Hi, I´m porting the applevalley speedway from rfactor2 to AC and it´s going very well, almost finished. The only thing is the road is way too bumpy. You can see the suspensions going up and down like it´s a stone road or something.
I´ve checked the geometry and it´s all flat and smooth, there isn´t any strange value in the surfaces.ini and the 3d objects don´t have any extreme position.
Duplicate geometry? this could happen if you have 2 road meshes
 

PAQUITO

New Member
Duplicate geometry? this could happen if you have 2 road meshes
I´ve checked. There is no duplicated or overlapping geometry. I cleaned in Blender just to be sure, and it´s ok. All the transformations are applied in the model, etc...
I don´t know if it´s related, but... I´ve noticed when I enter the game, the car "bumps" into the track, as if it were up in the air a little and then it lands. That won´t happen in other tracks I´ve made.
 

theEmirez

New Member
Hi, I'm currently making a track following this tutorial. It works like a charm! Only problem that I have before posting my track here is that, currently it's quite heavy to play on. I've tried my best to make a good tribune models without making it having too much polygons but still it renders my track laggy. Judging by some of the senior folks around here maybe my track won't be as much as heavy as I'm currently playing on but still, just in case.

So I checked for solution and I noticed that you can apply LODs in Assetto Corsa. But what I've seen so far are for the cars. Can we also apply LODs for tracks? Is there any guide to do it? thx
 

Johnr777

Moderator
Hi, I'm currently making a track following this tutorial. It works like a charm! Only problem that I have before posting my track here is that, currently it's quite heavy to play on. I've tried my best to make a good tribune models without making it having too much polygons but still it renders my track laggy. Judging by some of the senior folks around here maybe my track won't be as much as heavy as I'm currently playing on but still, just in case.

So I checked for solution and I noticed that you can apply LODs in Assetto Corsa. But what I've seen so far are for the cars. Can we also apply LODs for tracks? Is there any guide to do it? thx
The LOD system is simpler for tracks, you use the LOD IN and LOD OUT parameters in kseditor.

Most quality tracks at the very least use LOD OUT on heavy objects, which will remove the object from the scenery at a give distance. like a tirewall at 300 meters, etc.

But you can also use a lower detail object and swap it using these same distance parameters.

Example:
High detailed object
LOD IN: 0
LOD OUT: 150

Low detail object
LOD IN: 150
LOD OUT: 400
 
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