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TUTORIAL Build your FIRST track - BASIC GUIDE

LilSKi

Well-Known Member
I have been using a basic PHY material for anything invisible that is physical. I then just assign the null.dds texture to it. Also all of my invisible objects go into the phy.kn5 so all I need to do is open the node editor and select all objects under the renderable row and set it to zero. That way you don have to edit them individually.

Individual object setting
upload_2017-6-12_9-21-2.png


Node grid
upload_2017-6-12_9-21-44.png
 

WiseMadness

New Member
Hi everyone :)
I have just started converting my first track (from rFactor 2), to Assetto Corsa.
However I'm still very lost, and I don't know what to do. I can't load the track in AC. The screen goes black, and then back to the launcher, whenever I try to load the session (with original AC car, and no AI).
The last part of the log, reads the following:

-----------END RACE INI-----------
[SESSION_0] TYPE: 1
[SESSION_0] DURATION_MINUTES: 0
Creating physics track: aa_test []
ADDED TRACK SKIN OVERRIDE: default
LOADING MODEL content/tracks/aa_test/aa_test.kn5
VERSION=5
Loading 494 textures
DEBUG TIMER: TrackAvatar::init3D():428.767279
LOOKING FOR: content/tracks/aa_test/ai/fast_lane.ai
DEBUG TIMER: AISpline::calculateNormals:0.000255
LOOKING FOR: content/tracks/aa_test/ai/pit_lane.ai
NO PIT LANE FOUND: content/tracks/aa_test/ai/pit_lane.ai
Scanning 0 points
SPLINE POINTS COUNT : 0 | PAYLOADS COUNT : 0
Hint file :content/tracks/aa_test/data/ai_hints.ini not available
DEBUG TIMER: INIT TRACK SPLINES:0.146906
DEBUG TIMER: TrackAvatar::initPhysics():3.205363
IDEAL LINE FROM AI LINE
Kunos Simulazioni: CRITICAL ERROR
ERROR: Groove object: groove not found

CRASH in:
OS-Version: 6.2.9200 () 0x100-0x1
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF4D093C58)
00007FFF4D093C58 (KERNELBASE): (filename not available): RaiseException
d:\dev\dev_pc_master_race\acs\dynamictrackmanager.cpp (56): DynamicTrackManager::DynamicTrackManager
d:\dev\dev_pc_master_race\acs\trackavatar.cpp (115): TrackAvatar::TrackAvatar
d:\dev\dev_pc_master_race\acs\sim.cpp (1049): Sim::loadTrack
d:\dev\dev_pc_master_race\acs\racemanager.cpp (351): RaceManager::initOffline
d:\dev\dev_pc_master_race\acs\racemanager.cpp (174): RaceManager::loadSessions
d:\dev\dev_pc_master_race\acs\sim.cpp (313): Sim::Sim
d:\dev\dev_pc_master_race\acs\splashscreen.cpp (319): SplashScreen::postRender
d:\dev\dev_pc_master_race\ksgame\game.cpp (181): Game::eek:nIdle
d:\dev\dev_pc_master_race\ksgame\game.cpp (210): Game::run
d:\dev\dev_pc_master_race\acs\acs.cpp (475): wWinMain
f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c (618): __tmainCRTStartup
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF50588364)
00007FFF50588364 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF506970D1)
00007FFF506970D1 (ntdll): (filename not available): RtlUserThreadStart

I'm sure it's something very basic, but I know very little of the entire proccess right now.

May I have some help from anyone, please?

Thank you very much.

Cheers :)
 

WiseMadness

New Member
When copying the data folders from a KS track, you keep the groove.ini folder, and it's not finding the right one.

Delete any of the .ini files except for surface.ini and try again
Thank you very much for your help. It worked, of course.
:D :D


Now, on to find out why I can't load a modded car with the track..
 

WiseMadness

New Member
So I have two systems. One was not ok, the other one was. I don't know what was wrong. I just copied the track and car from the good system, to the bad system.
Everything is sorted now.

:)
 

Mitja Bonca

Active Member
I have an issue if anyone would know how to salve it. Take a look at this image:


Its a grass with 2 objects of gravel on both sides (image does not show all only corners of them - objects are in white and go out of image too) - which are perfectly fine and blending ok. But what is the problem, that there is that blackness (black shadow) which blends too. It shouldn`t be there. There is no object there either.
This image is from the game it self, in ksEditor nor in 3ds max there is nothing there (only in the game). Is that any kind of shadow? I have no clue really. And its strange, it does not appear beside all these grass//gravel textures
 

Alex Meyer

New Member
I had the same problem some time ago.

I don't know how to explain it, but I had a face, that covers no area ( so not really existent) and that caused the shaddow.

here is a picture to demonstrate the problem I had:
face problem.PNG
 

Kuba.exe

Member
Hey

I was just wondering If it is possible to change settings for multiple materials ot once. I have created same tree and fooliage assets, but changing particular material values for them individually in the editor is a nightmare.
 

luchian

Administrator
Staff member
Maybe one workaround (sort of) would be to edit the persistence file directly, if you know exactly what you aim for. Using something like Notepad++.

Sent from my phone using Tapatalk
 

Kuba.exe

Member
I get that textures need to be set manually. What I want to achieve is kind of material preset, with shaders and values already set, so the only thing I need to do Is choosing the texture.
 

Pixelchaser

Well-Known Member
copy & paste from the top tab called material tools. each material will need the material set though.

and as suggested changing the ini file in a text file editor will allow you top copy paste to all materials to make them all the same but listed as separate entries of course (that's why lilski suggest to combine them, and that's for practical and performance purposes, and ease of access)
 

LilSKi

Well-Known Member
If you save persistence properly, and have a limited amount of materials like you are supposed to, then I don't really see the need to mass edit or preset shader values. You set them once and pretty much forget about it after that.
 

Mitja Bonca

Active Member
I had the same problem some time ago.

I don't know how to explain it, but I had a face, that covers no area ( so not really existent) and that caused the shaddow.

here is a picture to demonstrate the problem I had:View attachment 1570
I checked the vertices, but there is all ok. I even weld them all ones more, and still the same shedow there, hmmm. Don't know what else it could be damn.
 
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