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TUTORIAL Build your FIRST track - BASIC GUIDE

Stefan Vogel

New Member
Hi everybody, i am new at this Forum.
I try to modify a AC circuit type track to an A-B track to find the best line in some sections using 3dsimed (btw. i converted a rFactor track wit 3dsimed to AC and it works well). So i deleted fast_lane and pit_lane.ai, deleted all AC_CREW objects, included AC_AB_START_L ... AC_AB_FINISH_L...
Now i have the same Problem like M3N090, get the error

CANNOT HAVE 0 CARS IN RACE.INI

No of pit boxes is 2 in ui_track.jason, i placed AC_PIT_0, AC_PIT_1, AC_START_0, AC_START_1.
I cannot find the reason. It wouldt be great, if you could help me.
 

luchian

Administrator
Staff member
Did you edit the ui_track.json file ?
Do you happen to have an AI line ? (in which case, delete it)
 

M3N090

New Member
Hi everybody, i am new at this Forum.
I try to modify a AC circuit type track to an A-B track to find the best line in some sections using 3dsimed (btw. i converted a rFactor track wit 3dsimed to AC and it works well). So i deleted fast_lane and pit_lane.ai, deleted all AC_CREW objects, included AC_AB_START_L ... AC_AB_FINISH_L...
Now i have the same Problem like M3N090, get the error

CANNOT HAVE 0 CARS IN RACE.INI

No of pit boxes is 2 in ui_track.jason, i placed AC_PIT_0, AC_PIT_1, AC_START_0, AC_START_1.
I cannot find the reason. It wouldt be great, if you could help me.
hello how did you do to make the stopwatch work with 3dsimed? I still could not get them to leave. Can you help me?
 

aif

New Member
Hey, I don't know if this is the place to post this... but I am having an issue with my Loft or road. I create the two lines and compound them into a loft which makes the road. However, the road is upside down and I don't know why. I also don't know how to fix it. Anyone else having this issue? https://imgur.com/a/U2M38
 

luchian

Administrator
Staff member
What do you mean the road is upside down ? How do you know/see ?

If it really is, check to see how the axis of the road are.
One option would be to simply mirror the road, compared to XY plane.
Other option would be to try and flip normals.

I see you are in 3dsmax so cannot give precise instructions but you'll find it in max help or in google.

- on Tapatalk
 

aif

New Member
Basically the road is flipped when I put it into KSeditor. And in game the car will just go through the ground. I'm going to try mirroring it and the other option that you mentioned. :) (FORGOT TO CHECK THE FLIP NORMALS WHEN MAKING THE LOFT).
 
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wmialil

New Member
Hello. I am having what sounds like a similar problem to "aif" above, but with the buildings rather than the road.

After exporting FBX, all the faces are visible looking from East>West but viewing them from West>East they are all invisible (and physically not there).

Individually flipping the "normals" on these faces doesn't have any effect.
When I apply a "mirror modifier", it just replicates the entire building over an axis.
Most of these faces show in Material view if I change the lamp in Blender from "Sun" to "Hemi" but again nothing is fixed within the track editor.

Is this something to do with "seams" and "n-gons"?

Here are some pics of the different views and from within the editor: https://imgur.com/a/AbAzm

Thanks in advance for any help - I am very new to Blender.
 
Last edited:

luchian

Administrator
Staff member
Yes, but pay attention that game does not support double-face materials. So when you only see one face in 3d software, it's the same face that will be visible in AC (looking from opposite direction => invisible).

- on Tapatalk
 

wmialil

New Member
Yes, but pay attention that game does not support double-face materials

- on Tapatalk
so with trees I should duplicate the plane instead of 2-sided?

I am having some difficulty getting the alpha background to be seethrough...
 

wmialil

New Member
Hello again!

So I feel like I'm making strides here with my track-building (2 successful, if very ugly tracks so far!)...

New problem:

I have made some buildings with normal maps behind them to create the fake 3d effect. In blender it all looks as it should - if I move a lamp around you can clearly see the bumps in the brick etc. However when I import to KsEditor, only the image texture shows and not the normal map.

Is there some way to blend the two into one texture or does AC simply not support normal-mapped textures?

Thanks in advance.
 

luchian

Administrator
Staff member
In AC Editor, change the shader of that object to one that supports normal maps (it will have an NM in the name) and assign your textures in their respective slots.

- on Tapatalk
 

Patrice COte

Active Member
Hi guys!

I want to optimize things so I want to use as little materials as possible.
However, in Blender, I can't have two objects to use the same material. Blender renames on of them XXX.oo1 if I try to force it to use an active material in the scene.
Since I'm stuck with the matrial name from Blender once in the KS editor, I end up with many materials doing the same thing (calling same texture, etc...)
Joining objects, then spliting can work, but it causes problem with objects with a curve modifier (not appplied).
Is there something I'm missing here? Do I have to wait to the very end and apply my curve modifier to merge and split back to get same material name?
 

fizzybanana

New Member
Can someone please explain the map.ini and how to correctly set up the parameters to make the track map ingame work?

The only thing I've figured out is that the width and height parameters correspond to the size of the map.png :)
 
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