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TUTORIAL Build your FIRST track - BASIC GUIDE

luchian

Administrator
Staff member
This looks to me like a screenshot from 3dsimed. If I remember correctly, renaming an object in here was not giving the expected result (again, not 100% sure, it's a memory). If you have the possibility, try exporting to a proper 3d software and then export to *.fbx again before importing in the SDK.

Make sure the spawn points are 1-2 m above the ground level.

Also, nothing seems strange in the logs - apart from some surfaces which are not defined (like 3D_SCHRUB_05_SUB3 and so on) - but they are probably secondary so not directly linked to your problem.
 

agcreations

New Member
Thanks for the reply.
Today I'm trying different things all day. I started again, and now the car does not fall. The road works but the car appears at point 0 of the coordinates.

I have put "AC_PIT_0", "AC_PIT_1", "AC_START_0", "AC_START_1", "AC_HOTLAP_START_0" and all "AC_TIMES".

The process: Import with 3dsimed and placed objects "AC_PIT_0", "AC_PIT_1", "AC_START_0", "AC_START_1", "AC_HOTLAP_START_0" and all "AC_TIMES". I repair the missing textures. Exported to FBX. FBX open with kseditor, and exported to KN5, and the car leaves at point 0 of the coordinates.

I exported directly to KN5 format from 3dsimed, but I have the same problem.
What is your recommendation? No use 3dsimed?
I have tried to follow the guide, but the translation is bad.
Thanks!
 

luchian

Administrator
Staff member
That is a "common" issue with 3dsimed imported tracks. All objects are "aligned" to scene origin (0, 0, 0).
You need a way to guarantee that the origin of pivot point is identical to origin of object. Again, I do not know how this can be done in 3dsimed. Only in 3d software.
 

agcreations

New Member
I installed blender but I understand nothing. My first time with this program.
I import FBX, but nothing. What do I do wrong?
Report error: "Version 6100 unsupported must be 7100 or later"
 

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luchian

Administrator
Staff member
FBX format is older than the one supported by Blender.. Maybe you can export to other format ? (like dae or something).

Also, you could try this post Assetto Corsa Official Editor - Tutorial Video #1. Maybe you'll be able to modify the coordinates directly in the SDK Editor (I didn't try it myself, so I don't know if it's working).
 

luchian

Administrator
Staff member
Sorry to hear. I'm sure it's nothing too complicated, but you've probably started with something too big :).
If you are up to it, I could have a look starting next week.
 

agcreations

New Member
Finally it works (I am very persistent). I've done it in 3dsimed. Can not explain how I did it, but if it works well 3dsimed.
Thanks for the help.
 

Terra21

New Member
Hi Guys

Im hoping someone here can help me out. Im trying to learn how to convert a rfactor 2 track into assetto corsa using 3dsimed and ac editor. so far i have extracted the mas files then the data from those from rfactor track.imported to 3dsimed .extracted textures to texture folder.then had to export to a kn5 then import kn5 back into 3dsimed then export out again as fbx to view it properly in ks editor as exporting straight out of 3dsimed from the start as fbx gave a smaller and possibly not complete file and it didnt work in ac editor that way.the problem i am facing now is how to proceed as when i try to create a kn5 within kc editor now i get error saying .
ERROR,NULL MATERIAL YLOPITGLOWA TEXTURE txdiffuse export failed
ERROR,NULL MATERIAL YLOPITLTA TEXTURE txdiffuse export failed ETC.............
i get this error for about 15 more files afterwards looks like the all relate to pits/lights and marshall flag
Does anyone have a step by step tutorial on how to complete a RF2 to AC conversion properly? or is someone able to make one? i also downloaded Conversion package for RF to AC projects which includes cubes? that's another issue im facing too as i think its to do with grids and pit spawning? ive attached it to this post.can someone please post a tutorial. Or can someone please post some tutorials/vids from the official assettocorsa.net forums regarding RF2 to AC coverting as i cannot access the forums to get the information needed to complete a conversion thanks in advance for anyone who can help out
 

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liquido

Active Member
I don't have a link for you sorry mate... but I have the same error message in my projects from time to time.

You only need to load again the texture on those materials that your editor advice that are missing textures.

 

Babbu70

New Member
hello , thank you and vs help I managed to make my first track . I rtb I used to do the trace route on Fiorano IT .
I'm changing everything with blender . I added palaces etails ect . The track is now complete braking and I would also enter the groove . how can I create a track on the track perfectly aligned to it . The circuit is not flat and I find it hard to use and path curves . There is another tip for interested to do so. Thank you

:)
 

luchian

Administrator
Staff member
I think there was a discussion earlier about this. IIRC, your best bet would be to make a copy of the existing road and place it few millimeters above it.
If you'd like to go with curves though, I know there is a plugin for Blender that does just that, aligning a curve to your terrain.
 

Babbu70

New Member
I think there was a discussion earlier about this. IIRC, your best bet would be to make a copy of the existing road and place it few millimeters above it.
If you'd like to go with curves though, I know there is a plugin for Blender that does just that, aligning a curve to your terrain.
thank you, I tried to make a copy and place it over and it's ok , but I can not get it closer and as the path , followed by a different route . with curves 'm going crazy , because if I create a face can not be followed by extrusion along a path aligned with the runway . I'm going crazy. maybe if you help me to find this plugin I would be grateful . Then the technique of map.png I did not understand how. Thanks again
thank you, I tried to make a copy and place it over and it's ok , but I can not get it closer and as the path , followed by a different route . with curves 'm going crazy , because if I create a face can not be followed by extrusion along a path aligned with the runway . I'm going crazy. maybe if you help me to find this plugin I would be grateful . Then the technique of map.png I did not understand how. Thanks again
 

luchian

Administrator
Staff member
maybe if you help me to find this plugin I would be grateful .
I'm looking for it, but until then maybe you can try using the shrink-wrap modifier ? It should make your bezier curve follow the terrain.

LE:
Shrinkwrap modifier. Select the curve and add the modifier to it, then as its target, select the mesh. It will snap the curve to the surface. The settings are pretty intuitive so to get a nice result you can just tweak the settings. Try changing the Mode to get a bit more control over how the curve is projected.

 
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Babbu70

New Member
I had seen this , but I have the file .ai blender svg law and do not know how to load it . It would be great to have already created the path from Spiline but nn know how to import it
 
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