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TUTORIAL Build your FIRST track - BASIC GUIDE

eg01st

Member
that is strange tbh. I have a set that are truly generic and localised around 0.0.0. here they are. 4 of them. and they don't need an ai line
I just threw cameras_1.ini in my track folder - still nothing on replay. Only 6 onboard/chase cams.

This is very frustrating. DRS is working - so game knows where I am on the track.

Am I missing something very basic in my data files?
 
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Pixelchaser

Well-Known Member
well im stumped on that one. so tracks can be set up in two way, using a single kn5 file that is automatically read or using a multiple kn5 file system via an extra folder "track layout" layer, the models_layout ini point to what kn5 to use. I can only think there is an issue there maybe... i.e the camera ini are in wrong location etc.
main track folder / data folder / camera.ini
main track folder/ layout folder /data folder / camera.ini

tried loading camera.ini in the editor to see if they activate ?
 

eg01st

Member
well im stumped on that one. so tracks can be set up in two way, using a single kn5 file that is automatically read or using a multiple kn5 file system via an extra folder "track layout" layer, the models_layout ini point to what kn5 to use. I can only think there is an issue there maybe... i.e the camera ini are in wrong location etc.
main track folder / data folder / camera.ini
main track folder/ layout folder /data folder / camera.ini

tried loading camera.ini in the editor to see if they activate ?

SOLVED! I think...

When I first learned about cameras from a YouTube video, guy had a couple of files in the folder - camera_0.ini, camera_1.ini etc., so I thought it is right.

I just deleted multiple camera files from my folder and just left ONE - cameras.ini, and it works now.

But I see that Imola has 3 files : cameras_1.ini, cameras_2.ini and cameras_3.ini. So I'm still confused...
 

Johnr777

Moderator
In replays, there’s an option to switch to another set, maybe yours was asking to run the wrong extra set of cameras
 

eg01st

Member
In replays, there’s an option to switch to another set, maybe yours was asking to run the wrong extra set of cameras
Well my set had 6 options only - the usual bonnet, wing, cockpit, panel, chase 1 and chase 2. Selection by default was cockpit (helmet).
 

Pixelchaser

Well-Known Member
these cameras are separate though. "silly question"....are you going through the car cams expecting to get to the track cams ?
 

Johnr777

Moderator
Well my set had 6 options only - the usual bonnet, wing, cockpit, panel, chase 1 and chase 2. Selection by default was cockpit (helmet).
Those are different, they are part of the car files... the set of track cameras reside in the cameras.ini

You can have multiples camera.ini files, but they have to be switched during a replay using an option on the bottom right of the controls, again, during replay
 

eg01st

Member
these cameras are separate though. "silly question"....are you going through the car cams expecting to get to the track cams ?
Yes. Selection always started with cam 6 on helmet, and I clicked through them. Now that game recognizes my camera file it starts with option 7 which is my test camera set.

Odd that it was not working when I had multiple camera files in my folder.
 

Pixelchaser

Well-Known Member
:lol: F3 key is your friend.

getting the idea you are changing the car camera files while implementing track cameras. maybe you are and i am confused :lol:.
 
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Kibbutz

Member
hi guys, is it a good idea to split 3d grass in multiple kn5 or a single file is enough? Kunos has a single one for every track, but I'm having fps loss again and I'm still half done
 

eg01st

Member
hi guys, is it a good idea to split 3d grass in multiple kn5 or a single file is enough? Kunos has a single one for every track, but I'm having fps loss again and I'm still half done
I am making grass right now.

Just kslayer5 brings polycount over 1.2 million in my scene.

I split 3d grass into 3 files and add them to my models.ini files. So I have grass3.kn5, grass4.kn5 and grass5.kn5. Works well.

I learned from this:

https://www.assettocorsa.net/forum/index.php?threads/3d-grass-how-to.25087/
 

eg01st

Member
thank you I will split it in 3 as I was thinking about too
Be sure to follow the tutorial - each file has to be open separately and then edit every single mesh instance - change out distance and cast shadow properties, then save as grass3.kn5 for lowest quality grass, grass4kn5 for medium etc.

They are huge files, my grass5 takes longer to open than the whole track.
 

Kibbutz

Member
I was following that topic already, I'd just forgot the splitting in different files part. I have a similar but different method, since I'm going photorealistic most of it is planted by hand.. and before you say it, I know I'm an idiot for doing this :lol:.
 

eg01st

Member
I was following that topic already, I'd just forgot the splitting in different files part. I have a similar but different method, since I'm going photorealistic most of it is planted by hand.. and before you say it, I know I'm an idiot for doing this :lol:.
I'm waiting for screenshots ;)
 

Johnr777

Moderator
Just kslayer5 brings polycount over 1.2 million in my scene.
That's just one layer? yikes

Splitting grass files into multiple KN5s does little for performance, All it does is help loading files into ksEditor quicker.

The guide you've read is emphasizing on using multiple layers per section. I like to use 5 layers, some guys use 3... but it really depends on how much grass you need to cover.

I'll write the way I distribute grass to my projects, by no means the only way to do it, but its efficient and follows the layer system.

1) I've cloned my grass surface object and split into roughly 10 equal sized areas. These will be my distribution surfaces... Surface 1 to Surface 1o

2) I'm now going to do a test scatter on Surface 1, determining how many polygons it will take for the area to be lush and covered. Turns out its about 50000 polygons. Easy math = 50000/5 layers = 10000 per layer.

3) I apply 5 scatter commands, each at 10000 clones, ( if using max, each scatter command needs a new seed, so the clones are random all 5 times) to Surface 1.

4) The way I name them:
surface1_01_KSLAYER1
surface1_02_KSLAYER2
surface1_03_KSLAYER3
surface1_04_KSLAYER4
surface1_05_KSLAYER5

5) Reset the pivot points of those 5 objects to their centers, its what the game needs to know so the LOD out works correctly.

6) I keep on doing the same steps 2 - 5 to all other 9 surfaces. Doesnt necessarily mean they all take 50000 clones/polygons.. but always use the math dividing by 5 layers. (ie 45000/5 = 9000 per layer, etc)

Until my Surface 10 is all set
surface10_01_KSLAYER1
surface10_02_KSLAYER2
surface10_03_KSLAYER3
surface10_04_KSLAYER4
surface10_05_KSLAYER5

7) The normals will need to be fixed, pointed up.

8) Export to FBX... doesnt need to be multiple, only if loading into ks editor is ridiculously long... then sure, split them into 2-3 FBX

9) Once loaded into the editor, need to fix the LOD out values for each layer of each surface.

KSLAYER1 = 350
KSLAYER2 = 300
KSLAYER3 = 260
KSLAYER4 = 160
KSLAYER5 = 80

These numbers arent set in stone, but its what its been used successfully, but i've done different versions of that.. again, depending on the project, and camera angles.

Once shader is all set, KN5 exported. You should have a 3d grass system in your track that is efficient, looks good, and doesnt cost you of any more than 10-15 fps.

With a good texture that actually matches the grass surface, good shader values... it could look very good.

You dont want this.... Untitled.png

You want this.... Mosport-shot58.jpg
 
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