Hi all,
First, thank you
@luchian for this fantastic tutorial! This has been a great help for me in making my first ever track for AC!
A bit about me: I used to make mod for ISI's F1 Challenge and rFactor 1, and now I'm trying to make tracks for AC. Usually I use 3DSMax, but now I'm using Blender 2.8. So far so good, in regards to track modelling and spawn/timing objects creation.
However, there's a scaling issue related to Blender 2.8 FBX export tool. I think this is a good place to share what I've found so far.
Using the info on the first page (about FBX export setting) resulting way off scale objects (they're HUGE!), i.e. all the spawn and timing empties/dummies are having 100 scale points in ksEditor (and in-game the car is literally up high in the sky --no broken wheels though-- and then falling into the ground endlessly), but strangely enough, all other meshes are all at normal 1 (one) scale point! FYI all objects in my .blend file already scaled to 1:1:1, and I'm using 'meter' as the system unit.
Anyway, I then realized that Blender 2.8 FBX export dialog have new option called 'Apply Scaling'. In this box there are four scaling options: 'All Local' (default), 'FBX Unit Scale', 'FBX Custom Scale', and 'FBX All'.
The first option, 'All Local', is causing the scaling problem as mentioned above.
I then tried 'FBX Unit Scale', exported to FBX and open the file in ksEditor. Everything is normal in ksEditor, save it as KN5 file. No problem so far, good.
Then in game, car is now perfectly placed above the ground, no broken wheels, and Z coordinate is facing the intended angle, excellent! BUT... the scale is still incorrect. Tracks and objects are no longer huge, but they are now a bit too small. My 12 meter wide track (should be enough for three cars wide battle) is now only about 4 meter wide!
Well, I haven't try the other scaling option since I'm still at work now. Maybe tonight after I get home and have the time to edit the track.