zen-ko
New Member
Link to fxb of the track https://mega.nz/#!sEBTkLAA!hnyjaTF09un1QVaJAwEfeSw_pCOKPAT6WJY1QLKIB34
- if you start in Practice, you need at least AC_PIT_0
- if you start in Race, you need at least AC_START_0
Actually I'm not sure how to do it. That need to be done in 3D software? I have blender.- if you start in Practice, you need at least AC_PIT_0
- if you start in Race, you need at least AC_START_0
1B: Spawn & timing objects:
Depending on the type of location you are planning to make, the minimal* objects needed in order to make your track work in all modes (race, hotlap, practice) are:
For circuit-type tracks:
AC_START_0
AC_START_1
AC_PIT_0
AC_PIT_1
AC_HOTLAP_START_0
AC_TIME_0_L
AC_TIME_0_R
AC_TIME_1_L
AC_TIME_1_R
For A-to-B type stages:
AC_AB_START_L, AC_AB_START_R
AC_AB_FINISH_L, AC_AB_FINISH_R
Keep the same naming for pit spawn points
Keep the same naming for hotlap start spawn point
No starting grid.
(*) might work with single start and pit objects, but haven't tested it.
These objects can be simple CUBES, with a random (preferably from the scene) material assigned to them. You can also use dummies (3dsmax) or empties (blender) and in that case you no longer need to worry about material.
Place them 1 or 2 meters above track surface. Three conditions to make sure everything will work as expected:
1. respect the naming scheme
2. make then invisible
3. make sure to respect the axis orientation (pivot point Y up, Z forward)
P.S. figured it out. Just changed the name of the object in KsEditor.Define surfaces:
- in order to set a specific mesh to act as a physical surface (anything you can drive on) you have to use one surface type keyword in it's name. You can chose from the basic ones, or you can define your own.
Examples, with basic surfaces:
1ROAD – will make my chosen mesh drivable
1SAND – will make my chosen mesh act like the sanded areas
Examples with custom surfaces, IF defined in \mytrackfolder\data\surfaces.ini
1CONCRETE
5GRAVEL
1PIT, 2PIT, etc - name of the pit area mesh (instead of 1ROAD, ...) to make it act like pitlane with limited speed.
Don't forget to define the PIT surface, in surfaces.ini (see this post)
*****end of section 1A
For 65K i know about it because i had problems with my road, i reached 135k but after some changes i fixed that..Memory not really, IIRC.
However, 2 other limitations:
1/ no. of verts - again if iirc - experience showed that above 3-4 millions SDK will crash
2/ no of verts of a single mesh 65k. So you cannot have any mesh with more than this. If it's bigger - break it in smaller parts.
***
If everything fails, just use the layout method above and break scene in more kn5 files.
- 40k-50k for trees, 15k for bushes.How many verts for 1 tree ?
How many trees close to road ?
Also, do note that poly count is only a matter for SDK, not for loading in AC per se.
For example if you split it in more kn5 files you will be able to use them.
However, performance might become a problem ingame. And for that, you can use LODs.
Question is, are you ready to put the work and prepare LODs ?![]()
Ah YES ! i understand, they use that system for open world games..GTA, ARMA....40k-50k for 1 tree ?? That is waay too much.
I am absolutely sure that you can get VERY good looking results with 10 times less than that.
LOD = Level of Detail.
It's a feature which you can use to improve performance. You can define for example 2 or 3 levels of detail for a model and you can define in a .ini file the distances where AC is switching models. This can help performance quite a lot, depending on what you build. Look at it as a tool. It's up to the artist what it does with it.
I play also DIRT RALLY and i watched FINLAND tracks because i recorded it and i think i found the solutionOf course ! By all means, I am not saying less objects. But either LODs either less polys on single object. I have seen a lot of tracks (even mountain rally stages) that look very good without high poly trees. I love 3d trees, but for real time racing game, poly budget is very important. In any case, I think you have the picture now, looking forward to see what you come up with
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