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TUTORIAL Build your FIRST track - BASIC GUIDE

Aitor Canto

New Member
Hi, I have followed the tutorial but I don’t know why I get a error message when opening assetto.

It says “ERROR with content: “trackname”

I have check and I have used the right names for everything, maybe something wrong with the mesh.

Could anyone have a quick look at the blender file or fbx please?

Thanks a lot

https://drive.google.com/open?id=1a34CP0f6DdS0sVyWdmPaVrbAUvxoZBMP

UPDATE
I checked log files and I was something wrong with the json file in ui
 
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Tzenamo

New Member
Hello, i could use some help guys... i made a track (everything ok with AI-replays-map etc) but the problem is when i am trying to have more than 9 pit boxes. By the time i create number 10 pit box, when i start the game it opens inside number 0 pit box. When i am creating pit box number 11 it opens inside number 1 and so on...

* I am using 3dsim3d

(Update: I found the problem, it was a material one of the cubes), the only problem is that the bots does not get out of the pits for a qualification round...
 
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M3N090

New Member
Hello everyone, finally after so much study I managed to convert my first rally track, but now I have a problem, when I go to load the server on the track does not start and I crash the game. Do you know what this problem could be due to? Thanks in advance I'm waiting for your news.
 
So I'm back and have a slight questions well a couple really the modeling is pretty much done finally and now we venture into the overwhelming section that is shaders and textures aha.

Anyhow I've read bits on here and various forums but can't seem to get a fix to see what's going wrong I've done my blending mesh which is extruded from the track and mapped my transition texture on there and experimented with various shaders. The one I'm trying out and using at the moment which i found on Kunos's Laguna seca it seems to me like they use ksperpixelmultimap AT. Diffuse texture,normal and a map texture which I'm still trying to figure out how it works or what it is I'll post a picture down below for you to look at.

Anyhow the blend off the road seems to be close to perfect but the one in the pits, grass blend not so much it's a totally different color and I can't get it to match for the life of me tried all sorts of values shaders etc and can't quite crack it. Only thing I can possibly think of doing is to play around with the levels and brightness of each texture until it's correct.

This is the road blend



This one is my issue I can't get it to blend or match :(






And here is the mysterious green texture that's labelled as a "MAP"
 

Johnr777

Moderator
The color of the grass is different near the pits? You are trying to match a hand made texture to a satellite image diffuse... won’t work, you have to paint the 2 textures a similar or same color
 
The color of the grass is different near the pits? You are trying to match a hand made texture to a satellite image diffuse... won’t work, you have to paint the 2 textures a similar or same color
Yes It's the ks multilayer shader that's not a sat map that's a mesh I modeled it's a picnick area :).

The first picture with the road blend yes that's a mask on sat image but I need to keep that or I think i do I don't know anymore aha my mind is blown it took me ages to work out masks
 

Johnr777

Moderator
The texture for the grass in your roadedge texture has to match the color and brightness of your “picnic area” diffuse
 

wmialil

New Member
I swear I run into 5 new problems every day while learning how to build tracks. Some problems are more solvable than others... Having successfully built and tested several fairly basic tracks I am now trying to do what I initially wanted to do - a Monte Carlo track out of Lucéram.

Testing the (visible) road (no phys mesh yet) for scale etc., everything goes well until about 5km into the course (300 metres of in-game elevation) and suddenly there are holes in the road which my car falls through.

I have tried:
- smoothing vertices
- the "fill holes" command
- deleting the area with holes and manually drawing which results in some driveable areas but seems to just move the holes around.
- removing doubles (with increased merge distances)

If anyone knows how to solve this issue I would be very grateful for your advice (otherwise I will have to stick with just the 5km I have at the moment.

Also, another issue which has been mentioned in this thread is the "unhandled exception" error in the Editor. I found that if you have any letters with accents on them such as the é in Lucéram, either in the file name or in the folder names - this will occur. Delete the accents and you're all good.
 

LilSKi

Well-Known Member
I swear I run into 5 new problems every day while learning how to build tracks. Some problems are more solvable than others... Having successfully built and tested several fairly basic tracks I am now trying to do what I initially wanted to do - a Monte Carlo track out of Lucéram.

Testing the (visible) road (no phys mesh yet) for scale etc., everything goes well until about 5km into the course (300 metres of in-game elevation) and suddenly there are holes in the road which my car falls through.

I have tried:
- smoothing vertices
- the "fill holes" command
- deleting the area with holes and manually drawing which results in some driveable areas but seems to just move the holes around.
- removing doubles (with increased merge distances)

If anyone knows how to solve this issue I would be very grateful for your advice (otherwise I will have to stick with just the 5km I have at the moment.

Also, another issue which has been mentioned in this thread is the "unhandled exception" error in the Editor. I found that if you have any letters with accents on them such as the é in Lucéram, either in the file name or in the folder names - this will occur. Delete the accents and you're all good.
Even though it's still just the visual road you are driving on you must break it up into smaller pieces.
 

wmialil

New Member
Even though it's still just the visual road you are driving on you must break it up into smaller pieces.
Thanks for the quick reply.

Do you mean into separate objects like 1ROAD.000, 1ROAD.001 etc. or do you mean that I should subdivide the mesh to add more vertices?
 

LilSKi

Well-Known Member
Thanks for the quick reply.

Do you mean into separate objects like 1ROAD.000, 1ROAD.001 etc. or do you mean that I should subdivide the mesh to add more vertices?
Just separate objects even if you are still under the vertex limit. You probably only need to break it into 4 or 5 pieces now. Once you go with the high poly road it would be more like 20 pieces.
 

wmialil

New Member
Just separate objects even if you are still under the vertex limit. You probably only need to break it into 4 or 5 pieces now. Once you go with the high poly road it would be more like 20 pieces.
Yep, that solved it!

Many thanks man
 
How to make y trees from scratch can't seem to do it I'm using a plane, to be honest maybe this is a sign to just just leave track building JK. But it's been well over a year and a bit later and still can't figure out most of the basic stuff what a pain in the arse :lol:.
 
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Ahh uv it later then I'm guessing mirror faces to make it double sided? I'll just start off with a plane then and make the y shape that's what I was struggling with making the y in the first place but I like that idea way better with the half uv's
 
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