• Dear visitors,

    The email issue has been finally solved.
    Thank you for your patience and happy browsing.

    Team ACM.

TUTORIAL Build your FIRST track - BASIC GUIDE

RC45

New Member
In what mode are you trying to run ? (Race, Race Weekend, ?)
If you start in race mode, the AI will work with only "fast_lane.ai" in your AI folder, because they will spawn at AC_START_x positions.
If you start in Race Weekend, AI will spawn at AC_PIT_x positions. And in this case, they need the "pit_lane.ai" in order to find their way out of pits :).


It should work with the files inside \yourtrack\data\sfx folder. It used to work like this at least, didn't test in the latest updates of AC. Let us know if ok or not please :).
To link the audio sources, just create a file called "audio_sources.ini" in the data folder, and inside add something like this:
Code:
[AC_AUDIO_1]
VOLUME_SCALE=20
VOLUME=0.9
FILENAME=content/tracks/_YOURTRACK_/sfx/my_sound_file.wav

[AC_AUDIO_2]
VOLUME_SCALE=20
VOLUME=0.9
FILENAME=content/tracks/_YOURTRACK_/sfx/my_next_sound_file.wav
You can customize volume and volume scale of course. Just play with them to fit your needs.


What software are you using ? (if Blender, you need to add 90 rotation on X axis, but then DON'T make "Apply" or it will be lost. For 3dsmax it's the same, but only rotate the pivot point.
Is the above still true for triggered audio events or is this now managed via sound banks and FMod?

Thanks

Paul
 

luchian

Administrator
Staff member
Hi Paul , welcome to the forums.
Honestly, don't really know if this works anymore. Haven't test it lately, and Kunos didn't really kept track of the changes when they made them. Zandvoort, for example, still has these lines in audio_sources.ini, but there is no SFX folder anymore.

If I manage to confirm a YES or a NO, I will post here.
 

RC45

New Member
Hi Paul , welcome to the forums.
Honestly, don't really know if this works anymore. Haven't test it lately, and Kunos didn't really kept track of the changes when they made them. Zandvoort, for example, still has these lines in audio_sources.ini, but there is no SFX folder anymore.

If I manage to confirm a YES or a NO, I will post here.
Thanks for the reply.

I hope there is a way to manage ambient sounds still :)
 

luchian

Administrator
Staff member
Update (no fix yet):

Luca (Kunos sound guy) says it should still work.
I've made some tests though, and it doesn't.

Will keep looking. Standby.
 

RC45

New Member
Awesome thanks. I was looking to see how close the audio dummy had to be to the driving line to trigger the event.

Also, do you know if AC_POBJECT_moveableobject is still supported?

I named a hay bale 1WALL_haybale and it is a collide-able wall. When I rename it to AC_POBJECT_haybale I just drive through instead of move it.

*edit*

Is it possible to assign a new kerb sound for a specific track?
 
Last edited:

RC45

New Member
Figured out the AC_POBJECT_ issue. Solved by making sure the object to be moved is a simple single entity object.

Now I just have to figure out why objects I add in manually are appearing very washed out in game.
 

luchian

Administrator
Staff member
That's according to your shader settings. Start with something like 0.5, 0.3. And no specular (unless you really need it).

..sent from my phone.
 

luchian

Administrator
Staff member
Also,
Audio dummy distance doesn't really matter. You hearing it or not depends on the volume settings in audio_sources (..supposing it would work).

New kerb sound seem to suffer from the same problem, afaik. But I'll test and get back.

..sent from my phone.
 

mummostaja

New Member
I went crazy for the scaling problems until I clicked the little button next to the scale slider in the blender export settings window.
 

dpeters95

Member
Can someone please help me before I completely loose my mind!!! For two days I have been trying to convert the "Baku City" rFactor track over to Assetto Corsa (For MY OWN use). I believe I have followed the video on youtube. "Assetto corsa track conversion tutorial : 3. rFactor2 tracks to fbx " exactly and referenced the guide by Luchian. I am using 3DsimED3 and of course the AC SDK Editor.

I extract the installed files from rFactor2 Launcher and everything looks good in 3DsimED3, I then export "Baku_16.fbx". I load the AC Editor and the track looks fine except that there were 3 items animated in 3DsimED3, one is a helicopter (propellers), a flag, and Ylopitlta (not sure). Anyway, I get errors reported in the editor that those 3 items have a "Null" texture in the "txDiffuse". I try to reload but nothing. When I look at the textures they are split up like this for example:
Required texture name: Heli_Rot
Texture files available: Heli_Rot00.dds, Heli_Rot01.dds, Heli_Rot02.dds, Heli_Rot03.dds, Heli_Rot04.dds, Heli_Rot05.dds but no, "Heli_Rot.dds.

I tried by selecting the 1st texture "Heli_Rot00.dds" and the same for the other two errors. I then save the "Baku_16.kn5" file and try it in AC. I see the track in the list but the track won't load when I try to play it. If I don't select the new texture files for those 3, the Editor reports the errors while saving the Baku_16.kn5" and never saves the file.

ANY help would be greatly appreciated. I really want this track for AC...
TIA
 

luchian

Administrator
Staff member
Hi @dpeters95 , welcome to the forums.
Please attach your logs.

In any case, this is probably due to animations, which are not supported in AC (at least not in the same way as in rF).
 

dpeters95

Member
Sorry to be so ignorant, but which logs and where are they? I have just started modding in AC so I don't have much experience.
 

dpeters95

Member
Duh, I just saw your signature line stating where the logs are located... I left out the Errors.txt (empty file) and the Launcher controllers log. If you need them let me know... I had to add "txt" to the end of the log files because the browser wouldn't show them so I could attach...
 

Attachments

luchian

Administrator
Staff member
Can you also post a screenshot of the objects hierarchy please ? (from 3d program)
I don't see anything fancy in the log, except maybe some problem with spawn points.

Also, in which mode are you trying to start the game ? (practice, race, hotlap, ..)
 

dpeters95

Member
I am trying to load in Practice mode.

I'm sorry but I don't know how to view the objects hierarchy in 3dSimEd3.. I can see a list of all the objects but it's just a flat list and it's very long. Unless, of course, I don't understand what you want to see. Here is a screenshot of the objects list I am referring to...
 

Attachments

dpeters95

Member
A little more info to pass along. I imported an existing working AC .kn5 file into 3DSimED3 and then exported an .fbx file which I loaded into the SC Editor and then re-created the .kn5 file. I put it back into AC and it loaded just fine. So, my process appears to be correct, so it must be the data.

Am I correct in thinking it shouldn't be the new textures I assign for the 3 tx diffuse errors that I see in the AC Editor. No matter what new texture I assign it should still load in AC, correct? The helicopter blade might look like the side of a house but that's just a visual thing, right? Or, if it does matter, should I (can I) remove the items that are giving me "NULL" textures. Remember, I did not create the course from scratch, it's a conversion so I don't have a 3D creation program.
 
Last edited:

luchian

Administrator
Staff member
Here is a screenshot of the objects list I am referring to...
Yes, that was the list I was refering to, but would've liked to see ALL objects :). I am especially interested in the AC specific objects: like the road, the spawn points, the timers, etc.
BTW, are you sure you HAVE these objects ? (read about spawn objects in the tutorial if you don't know what I am refering to)

No matter what new texture I assign it should still load in AC, correct?
Yes, provided it is a dds or at least png file.

The helicopter blade might look like the side of a house but that's just a visual thing, right?
Yes.

Or, if it does matter, should I (can I) remove the items that are giving me "NULL" textures.
That is something I would try as well. It may not be the texture itself, but maybe the object or how it is created.
 

luchian

Administrator
Staff member
PS: look at THIS fellow forumer. He had basically the same issue. And that is because he did not create the proper names..
 

dpeters95

Member
luchian, I started making snapshots of all the objects to show you but it looks like it would be about 30 pics! Instead of posting all that, I have provided a link to download the track. It is a 3rd party freeware track so it is not illegal material.

http://www.mediafire.com/download/cheqcyxs00au79z/Dix-Racing_Baku.rfcmp

I know I'm asking a lot. but please take a look at this track and see if you can convert it. I'm not asking for you to give it to me (I don't have the authors permission for distribution of the AC version), I just want to know what I am doing wrong so I can do it myself...
TIA
 
Top